Korred

Small Fey, Chaotic Neutral
MPMM

AC 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.