Korred
Small Fey, Chaotic NeutralAC 17 (natural armor)
HP 93 (11d6 + 55)
Speed 30 ft., burrow 30 ft.
STR
23 (+6)
Save +6
DEX
14 (+2)
Save +2
CON
20 (+5)
Save +5
INT
10 (+0)
Save +0
WIS
15 (+2)
Save +2
CHA
9 (-1)
Save -1
Skills Athletics +9, Perception +5, Stealth +5
Resistances Bludgeoning, Piercing, Slashing (from nonmagical attacks)
Senses darkvision 120 ft., tremorsense 120 ft., Passive Perception 15
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
CR 7
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. 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. 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.
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 13 Dexterity saving throw or become grappled by the rope (escape 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.