1. Races

Korred

Small Fey, Typically Chaotic Neutral
AC 17 (natural armor)
Initiative +2 (12)
HP 93 (11d6 + 55)
Speed 30 ft., Burrow 30 ft.
mod
save
mod
save
mod
save
Str
23
+6
+6
Dex
14
+2
+2
Con
20
+5
+5
Int
10
+0
+0
Wis
15
+2
+2
Cha
9
-1
-1
Skills Athletics +9Perception +5Stealth +5
Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks

Gear Greatclub

Senses Darkvision x2120 ft., Tremorsense120 ft., Passive Perception 15

Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
CR 7 (XP 2,900; PB +3) 

Traits

Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The korred makes two Greatclub or Rock attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.

Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.

Spellcasting. The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):

Bonus Actions

Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.

A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while the rope has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.