Page 176 - Monster Manual Expanded III Dragonix
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Korred
Korred Druid
These rare korreds are shamans who are attuned with and
reverent to the Elemental nature of Earth. They draw their spells
and power from the earth itself, and in turn, protect it and its
natural inhabitants.
Korred Elder
The korred elders are the leaders of the korred
community. They give advice and direction to the
rest of the korreds and, at times, also lead them
in battles. They organize ceremonies such as the
Father of the Dance, a traditional worship
ceremony to Tappan the Undying, the korred
god, in the form of a dance.
Young Korred
Young korreds are boisterous, curious, and
fearful of intruders. They enjoy playing
pranks and setting traps, often targeting
humanoid strangers who stray near to
their territory.
Korred Druid Hit: 14 (2d8 + 5) bludgeoning damage, or 23 (4d8 + 5) bludgeoning
damage if the korred is on the ground.
Small fey, chaotic neutral
Innate Spellcasting. The korred’s innate spellcasting ability is
Armor Class 17 (natural armor) Wisdom (save DC 14). It can innately cast the following spells,
Hit Points 119 (14d6 + 70) requiring no components:
Speed 30 ft., burrow 30 ft. At will: commune with nature, meld into stone, stone shape
1/day each: conjure elemental (as 6th-level spell; galeb duhr,
STR DEX CON INT WIS CHA gargoyle, earth elemental, or xorn only), Otto’s irresistible dance
21 (+5) 14 (+2) 20 (+5) 10 (+0) 17 (+3) 9 (-1)
Spellcasting. The korred is a 6th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It
Skills Perception +6, Survival +6, Stealth +5
has the following druid spells prepared:
Damage Resistances bludgeoning, piercing, and slashing from
Cantrips (at will): druidcraft, mending, produce flame (2d8)
nonmagical attacks
1st level (4 slots): earth tremor, healing word, jump, thunderwave
Senses darkvision 120 ft., tremorsense 120 ft., passive
2nd level (3 slots): beast sense, earthbind, heat metal, spike growth,
Perception 16
spider climb
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
3rd level (3 slots): erupting earth, dispel magic, lightning bolt,
Challenge 8 (3,900 XP) Proficiency Bonus +3
meld into stone
Stone Camouflage. The korred has advantage on Dexterity (Stealth) Bonus Actions
checks made to hide in rocky terrain.
Command Hair. The korred has at least one 50-foot-long rope
Stone’s Strength. While on the ground, the korred deals 2 extra dice woven out of its hair. The korred commands one such rope within
of damage with any weapon attack (included in its attacks). 30 feet of it to move up to 20 feet and entangle a Large or smaller
Actions creature that the korred can see. The target must succeed on a DC
13 Dexterity saving throw or become grappled by the rope (escape
Multiattack. The korred makes two attacks with its Greatclub or DC 13). Until this grapple ends, the target is restrained. The korred
hurls two Rocks. can use a bonus action to release the target, which is also freed if
the korred dies or becomes incapacitated.
Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit
Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning point at the start of each of the korred’s turns while it has at least 1
damage if the korred is on the ground. hit point and the korred is alive. If the rope drops to 0 hit points, it
is destroyed.
Rock. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target.
175
Bestiary

