Korred

Wild-bearded, goat-legged forest revelers who hurl boulders, bind trespassers in living hair and stun crowds with a magical laugh.

Setting: Core Rules · Sources: MC1 Volume I (w/binder #1)

Appearance

Korred are gnome-sized, hairy humanoids with goat hindquarters and wild beards and manes that seem to writhe in every direction. They wear little beyond leather breeches, always carry big leather pouches and a stout oak cudgel, and smell of pine and earth after spring rain. Boisterous, they shout rather than talk, in their own tongue and often those of satyrs, dryads, centaurs and elves; 10% know the druids' secret language.

Combat

Their great strength (18/76 on average) lets them throw boulders up to 100 feet for 2d8. A cudgel deals 1d6+4 and the shears from their pouches 1d4+4; bare-handed blows do 1-2, plus 4 for strength.

In 1-4 rounds a korred can weave its hair into animated ropes and snares (AC 1, 5 hp, movement 3); anyone they attack saves vs. paralysis or is entangled. Bands often ring their party glens with such strands so nobody has to waste time on guard duty when there is dancing to do.

Three times a day a korred can laugh magically: anyone within 60 feet is stunned for 1-4 rounds unless a d20 roll equals or exceeds his Charisma, though a bard's song cancels it. At will they can also use animate rock, shatter rock, stone door (a 30-foot teleport), stone shape, stone tell and transmute rock to mud.

Habitat and Society

They prefer wooded hills and sylvan country, living in caves or burrows. Clans, named with the word as a title, lack real structure: families of 1-4 adults and 2d4 (2-8) children, 2d4 (2-8) families to a clan, scattered across about five miles. Mostly herbivores, they eat game when plants are scarce, as in winter. They tolerate no outsiders except perhaps rangers, druids and elves, and even those must not interrupt a revel. Satyrs are welcome, and korred, satyrs and dryads often celebrate together.

Every week brings a holiday of dancing to pipes, drums and harps. Anyone who interrupts must save vs. spell or join in, losing 1-4 hit points each round until dead, restrained or the korred leave. Their treasured pouches, never surrendered willingly, hold hair for rope-weaving, shears and other items that become gold worth 5d4x10 gp if sprinkled with holy water.

Sages debate their purpose, which seems to be dancing, singing, feasting and building odd things from stone; rumor credits them with the druids' stone circles. They love freedom and nature and often defend both.

Ecology

Mages seek korred hair for making a net of snaring or rope of entangling, and their fermented fruit brews serve in potions of human control and in love philters.

More: Monsters starting with K · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainTemperate forest and sylvan settings
FrequencyVery rare
OrganizationClan
Activity CycleAny
DietOmnivore
IntelligenceVery (11-12)
TreasureE
AlignmentChaotic neutral
No. Appearing1-4
Armor Class5
Movement9
Hit Dice6+1
THAC015
No. of Attacks1
Damage/Attack3-6 (1d2+4) or by weapon +4
Special AttacksSee below
Special DefensesSee below
Magic Resistance25%
SizeS (3' tall)
MoraleElite (13-14)
XP Value1,400