Monster Dossier

Korred

Korred is a fantasy monster entry from source B2.

Level 4

Traits

uncommoncnsmallfey

Rules & statistics

Monster Profile

Perception

12

Senses

  • Name
    low-light vision

Languages

Languages
  • common
  • sylvan

Skills

Acrobatics
11
Crafting
11
Deception
13
Performance
13
Stealth
11

Ability Mods

Str
4
Dex
3
Con
2
Int
1
Wis
2
Cha
5

Items

  • club
  • pouch with 5 rocks

Defenses

Ac
21
Saving Throws
Fort
10
Ref
13
Will
10
Hp
  • Hp
    65
Weaknesses
  • Amount
    5
    Name
    cold iron

Speed

Walk
25

Attacks

  • Range
    Melee
    Name
    club
    Attack
    14
    Damage
    2d6+7 bludgeoning
    Types
    • bludgeoning
  • Range
    Ranged
    Name
    rock
    Attack
    14
    Traits
    • brutal
    • range increment
    Damage
    1d6+7 bludgeoning
    Types
    • bludgeoning
  • Range
    Ranged
    Name
    club
    Attack
    14
    Traits
    • thrown
    Damage
    2d6+7 bludgeoning
    Types
    • bludgeoning

Spellcasting

  • Type
    Innate
    Tradition
    primal
    DC
    21
    Entry
    4
    Spells
    • Name
      shape stone
      Amount
      at will
    • Name
      shatter
      Amount
      at will
    6
    Spells
    • Name
      stone tell

Abilities

Mid
  • Traits
    • aura
    • primal
    • transmutation
    Entries
    • 5 feet.
    • The korred's long, animated hair reaches out and interferes with creatures in the area. The korred can select which targets are affected by their animated hair. An affected creature that ends its turn in the emanation must succeed at a 18 Reflex save or become clumsy 1 (clumsy 2 on a critical failure) as long as it remains in the aura.
    Name
    Animated Hair
Bot
  • Activity
    Number
    1
    Unit
    action
    Traits
    • incapacitation
    • primal
    • transmutation
    Entries
    • The korred causes a long, tangled length of their hair to detach from their body and snake out to coil around an adjacent creature. The creature must attempt a 21 Reflex save. The korred cannot use Hair Snare again for 1d4 rounds.
    • Type
      successDegree
      Entries
      Success
      The creature is unaffected.
      Failure
      The hair wraps around the creature. The creature takes a –10-foot circumstance penalty to all of its Speeds until it Escape||Escapes (21) or until the korred uses Hair Snare again (at which point the previous snare drops to the ground, no longer animated).
      Critical Failure
      The creature is immobilized until it Escape||Escapes (21) or the korred uses Hair Snare again.
    Name
    Hair Snare
  • Activity
    Number
    2
    Unit
    action
    Traits
    • auditory
    • evocation
    • incapacitation
    • primal
    • sonic
    Entries
    • Frequency three times per day; The korred unleashes an otherworldly laugh. Each non-fey creature within a 30-foot burst must attempt a 21 Fortitude save. On a failure, the creature is slowed 1 for 1 round (or stunned 1 on a critical failure).
    Name
    Otherworldly Laugh
  • Activity
    Number
    2
    Unit
    action
    Traits
    • conjuration
    • earth
    • primal
    • teleportation
    Entries
    • The korred steps into a block of stone large enough for them to fit inside and instantly teleports to any other stone within 30 feet that has the same minimum size. Once the korred enters the stone, they instantly know the rough locations of other sufficiently large stones within 30 feet.
    • They can exit from the original stone, if they prefer. They can't carry extradimensional spaces with them when they Stone Stride; if the korred attempts to do so, Stone Stride fails.
    Name
    Stone Stride
  • Activity
    Number
    1
    Unit
    action
    Name
    Throw Rock

Background

Lore

No lore provided.