Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Hair Whip
Melee Weapon Attack: +9 to hit, reach 40 ft., one target. Hit: 11 (2d4 + 6) slashing damage. If the korred chooses, on a hit it can force a creature to make a DC 13 Dexterity saving throw or become grappled by the whip (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. The korred can only have one creature grappled in this way at a time but does not lose any hair whip attacks by doing so.
Action
Multiattack
The korred uses its cackle action and then attacks twice with its hair whip.
Special
1/day each
conjure elemental (as 6th-level spell; gargoyle, earth elemental, or xorn only), irresistible dance
Special
At will
hideous laughter, meld into stone, stone shape
Special
Innate Spellcasting
The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:
Special
Natural Rope
The korred can use its hair as a rope similar to a rope of climbing. As a bonus action, it can cause the 60 foot length of hair to extend outward and knot or unknot. It also grants the korred a climb speed of 30 feet while traversing it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it cannot use this feature again until it takes a short or long rest.
Special
Stone Camouflage
The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
club
8 (1d4+6)
Action
slam
8 (1d2+4) or shears +8 (1d4+4) or club +8 (1d4+4)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Animated Hair|Stone Stride|Stunning Laugh
A korred's hair is constantly writhing and twitching. As a free action, a korred can cause its long hair to reach out and interfere with adjacent creatures - tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself. The korred can select which adjacent targets are affected by its animated hair. These targets must make a successful Breath save each round to avoid becoming entangled for 1 round.
Special
|Animated Hair|Stone Stride|Stunning Laugh
This ability works like tree stride, except it requires loose boulders at least as large as the korred, and only has a range of 30 feet. The korred can use this ability once per round as a standard action.
Special
|Animated Hair|Stone Stride|Stunning Laugh
Three times per day as a standard action, a korred can unleash a strange laugh that stuns all creatures within a 30-foot burst for 1d2 rounds (Spell save negates). This is a sonic, mind-affecting effect. Fey are immune to this ability.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
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.
Ability
Hair Snare
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.
Ability
Otherworldly Laugh
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).
Ability
Primal Innate Spells
DC 21; 6th stone tell; 4th shape stone (at will), shatter (at will)
Ability
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.
Ability
Throw Rock
Offense
Melee
Circumstance: combat round (melee)
club +14 [+9/+4], Damage 2d6+7 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
rock +14 [+9/+4] (brutal, range increment 20 feet), Damage 1d6+7 bludgeoning
Trait
Fey
Creatures of the First World are called the fey.
Item
club
pouch with 5 rocks
Language
Common
Sylvan
Perception
low-light vision
Weakness
cold iron 5