KORRED – 5e stats

Small fey, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 102 (12d6 + 60)
Speed 30 ft., burrow 30 ft.

Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
23 (+6)14 (+2)20 (+5)10 (+0)15 (+2)9 (-1)

Saving Throws (suggested) Str +9, Con +8
Skills Athletics +9, Perception +5, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 15
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
Challenge 7 (2900 XP)

Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, 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 it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.

Innate Spellcasting. The korred’s innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:

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

Stone’s Strength. While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).

ACTIONS

  • Multiattack. The korred makes two attacks with its greatclub or hurls two rocks.
  • 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: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Korreds are small fey creatures that resemble hairy humanoids with goat-like legs and horns. They have a strong connection to the earth and stone, and can sense the presence of minerals and gems. They are also able to animate their hair and use it as a weapon or a tool. Korreds are proud of their hair and often weave it into ropes or braids. They can also cut their hair with iron shears, which causes their hair to transform into the same material as the shears. Korreds are usually chaotic neutral in alignment, and value freedom and nature above all else. They are secretive and unpredictable, and often avoid contact with other races. However, they sometimes form alliances with other fey or elemental creatures, such as galeb duhr or earth elementals.

Korreds smell like pine trees and fresh earth after a spring rainstorm. A stout oaken cudgel is the favored weapon and no korred is seen without his large leather pouches. They speak their own language and often know the satyr, dryad, centaur, and elf tongues. On rare occasions (10%), a korred may be found who can speak the secret language of the druids. Being a boisterous folk, they usually shout when they talk.

COMBAT

Korreds are not very aggressive, but they will defend their territory and their hair from any intruders. They prefer to use their hair as a weapon, commanding it to entangle, grapple, or restrain their enemies. They can also use their hair to create traps or snares around their lairs. Korreds are also skilled at throwing rocks or using oaken cudgels as melee weapons. Korreds have innate magical abilities related to earth and stone, such as conjuring elementals, melding into stone, shaping stone, or forcing their foes to dance uncontrollably. Korreds are resistant to nonmagical physical damage, and have advantage on stealth checks in rocky terrain. They also have darkvision and can burrow through the ground.

Each week the korred have a holiday where they dance and play music using pipes, drums and harps. Those who interrupt the dance must save versus spell or dance themselves, losing 1-4 hit points per round until they are dead, restrained, or the korred flee.

HABITAT / SOCIETY

Korreds live in secluded areas where they can enjoy the natural beauty of the earth and stone. They favor temperate forests, sylvan settings, or underground caverns. They often carve out glens or henges from stone, where they gather to dance, sing, and play music. Korreds are very fond of music, especially drums and pipes, and they believe that music can awaken the spirit of the earth. Korreds are usually solitary or live in small groups of up to six members. They have a loose social structure based on mutual respect and friendship. They do not have a formal leader, but they may defer to the oldest or wisest korred in their group. Korreds are loyal to their friends and allies, but they do not trust outsiders easily. They are especially wary of treasure-hunters, dwarves, or anyone who disturbs the earth with mining or digging.

Wooded hills and sylvan settings are favored by the korred, who usually lair in caves or burrows. The korred are clannish, using the word “clan” as a title (for example, Clan Korefyr). In keeping with their chaotic nature, they do not have structured communities. Typically, there are 1-4 adults and 2-8 (2d4) children per family with 2-8 (2d4) families being part of each individual clan. These families are scattered throughout an area of roughly five miles.

In respect of nature, korred are mostly herbivores, though at times they are known to indulge in some game, especially if plants are scarce, as is the case during winter. Korred are reclusive and do not tolerate outsiders, the only possible exception being rangers, druids, and elves. Even then, the stranger must be sure not to interrupt a korred celebration or dance. Satyrs are well-received by korred, and it is not unusual to see a celebration with korred, satyrs and dryads.

ECOLOGY

Korreds are part of the natural cycle of the earth and stone. They help maintain the balance and harmony of the elemental forces, and they protect the sacred sites where the earth’s power is strongest. Korreds do not need much food or water, as they draw sustenance from the earth itself. They occasionally eat plants, fungi, or minerals that grow in their habitats. Korreds do not have a fixed lifespan, but they age slowly and gracefully. They can reproduce with other korreds or with other compatible fey races, such as satyrs or dryads. Korreds have few natural enemies, but they may clash with creatures that threaten their homes or their hair, such as fire giants, red dragons, or beholders.

This magical race is sought out for the creation of several magical items. Their hair is a key ingredient for ropes of entangling and nets of snaring. The fermented fruit beverages which the korred consume can also be used as a component for love philters and potions of human control.

There is much debate among sages and scholars as to the korred’s purpose in life. It seems to be to dance, sing, celebrate, and build strange things out of stone. They are rumored to have built the druid stone circles. They love nature and freedom and often take it upon themselves to preserve both if threatened.