Korred

Korred

Creature 4

Perception +12; low-light vision

Languages Common, Sylvan

Skills Acrobatics +11, Crafting +11, Deception +13, Performance +13, Stealth +11

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

Items club, pouch with 5 rocks

AC 21; Fort +10, Ref +13, Will +10; +1 status to all saves vs. magic

HP 65; Weaknesses cold iron 5

Animated Hair (aura, primal, transmutation) 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 DC 18 Reflex save or become clumsy 1 (clumsy 2 on a critical failure) as long as it remains in the aura.

Speed 25 feet

Melee club +14, Damage 2d6+7 bludgeoning

Ranged rock +14 (brutal, range increment 20 feet), Damage 1d6+7 bludgeoning

Ranged club +14 (thrown 10 feet), Damage 2d6+7 bludgeoning

Primal Innate Spells DC 21; 6th 

; 4th  (at will),  (at will)

Hair Snare (incapacitation, primal, transmutation) 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 DC 21 Reflex save. The korred cannot use Hair Snare again for 1d4 rounds.

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 Escapes (DC 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 Escapes (DC 21) or the korred uses Hair Snare again.

Otherworldly Laugh (auditory, evocation, incapacitation, primal, sonic) Frequency three times per day; Effect The korred unleashes an otherworldly laugh. Each non-fey creature within a 30-foot burst must attempt a DC 21 Fortitude save. On a failure, the creature is slowed 1 for 1 round (or stunned 1 on a critical failure).

Stone Stride (conjuration, earth, primal, teleportation) 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.

Throw Rock