Small Fey, Typically Chaotic Neutral | |||||||||||||||||||||||||||||||||||||||||||||||
AC 17 (natural armor) Initiative +2 (12) | |||||||||||||||||||||||||||||||||||||||||||||||
HP 93 (11d6 + 55) | |||||||||||||||||||||||||||||||||||||||||||||||
Speed 30 ft., Burrow 30 ft. | |||||||||||||||||||||||||||||||||||||||||||||||
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| Skills Athletics +9, Perception +5, Stealth +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):
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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. | |||||||||||||||||||||||||||||||||||||||||||||||
Korred
Characters
Abilities
Unorganised
Meld into Stone - 3rd-level
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large enough to fully contain
your body, melding yourself and all the equipment you carry with the
stone for the duration. Using your movement, you step into the stone at a
point you can touch. Nothing of your presence remains visible or
otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and
any Wisdom (Perception) checks you make to hear sounds outside it are
made with disadvantage. You remain aware of the passage of time and can
cast spells on yourself while merged in the stone. You can use your
movement to leave the stone where you entered it, which ends the spell.
You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial
destruction or a change in its shape (to the extent that you no longer
fit within it) expels you and deals 6d6 bludgeoning damage to you. The
stone's complete destruction (or transmutation into a different
substance) expels you and deals 50 bludgeoning damage to you. If
expelled, you fall prone in an unoccupied space closest to where you
first entered.
Stone Shape - 4th-level
Casting Time: 1 action
Range: Touch
Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Duration: Instantaneous
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Commune with Nature - 5th-level
Casting Time: 1 minute
Range: Self
Components: V, S
Duration: Instantaneous
You briefly become one with nature and gain knowledge of the
surrounding territory. In the outdoors, the spell gives you knowledge of
the land within 3 miles of you. In caves and other natural underground
settings, the radius is limited to 300 feet. The spell doesn't function
where nature has been replaced by construction, such as in dungeons and
towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Otto's Irresistible Dance - 6th-level
| Level 6 Enchantment | |||||
| Casting Time: Action | |||||
| Range: 30 feet | |||||
| Components: V | |||||
| Duration: Concentration, up to 1 minute | |||||
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success. | |||||
| Source: PHB'24, page 303. |
Darkvision x2 - Racial Feat
Darkvision 120 ft.
Tremorsense - Racial Feat
A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.
Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight.