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.
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