Page 177 - Monster Manual Expanded III Dragonix
P. 177
Korred Elder Rock. Ranged Weapon Attack: +11 to hit, range 60/120 ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage, or 25 (4d8 + 7)
Small fey, chaotic neutral
bludgeoning damage if the korred is on the ground.
Armor Class 17 (natural armor) Innate Spellcasting. The korred’s innate spellcasting ability is
Hit Points 136 (16d6 + 80) Wisdom (save DC 15). It can innately cast the following spells,
Speed 30 ft., burrow 30 ft. requiring no components:
At will: commune with nature, meld into stone, stone shape
STR DEX CON INT WIS CHA 1/day each: conjure elemental (as 6th-level spell; galeb duhr,
24 (+7) 14 (+2) 20 (+5) 10 (+0) 16 (+3) 9 (-1) gargoyle, earth elemental, or xorn only), Otto’s irresistible dance
Fool's Dance (1/Day). The korred chooses up to three creatures it
Skills Athletics +11, Perception +7, Stealth +6 can see within 30 feet of it. The target must make a DC 15 Wisdom
Damage Resistances bludgeoning, piercing, and slashing from saving throw. On a failed save, the target must immediately use
nonmagical attacks
its reaction to perform a comical dance (shuffling, tapping its feet,
Senses darkvision 120 ft., tremorsense 120 ft., passive
and capering) and move as far as half its speed allows away from
Perception 17 the korred. This movement will provoke opportunity attacks. On
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon a successful save, the target is unaffected. Creatures that can't be
Challenge 9 (5,000 XP) Proficiency Bonus +4 charmed are immune to this feature.
Bonus Actions
Stone Camouflage. The korred has advantage on Dexterity (Stealth)
checks made to hide in rocky terrain. Command Hair. The korred has at least one 50-foot-long rope
woven out of its hair. The korred commands one such rope within
Stone’s Strength. While on the ground, the korred deals 2 extra dice
30 feet of it to move up to 20 feet and entangle a Large or smaller
of damage with any weapon attack (included in its attacks).
creature that the korred can see. Alternatively, the korred can
Actions command its own hair, which can magically grow up to 30 feet in
length to entangle a Large or smaller creature that the korred can
Multiattack. The korred makes two attacks with its Greatclub or
see. In either cases, the target must succeed on a DC 14 Dexterity
hurls two Rocks. It can use Hair Slam or Fool's Dance in place of
saving throw or become grappled by the rope or hair (escape DC
one of its attacks.
14). Until this grapple ends, the target is restrained. The korred can
Greatclub. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. use a bonus action to release the target, which is also freed if the
Hit: 11 (1d8 + 7) bludgeoning damage, or 20 (3d8 + 7) bludgeoning korred dies or becomes incapacitated.
damage if the korred is on the ground. 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 it has at least 1
Hair Slam. The korred slams a creature grappled by its hair into
hit point and the korred is alive. If the rope drops to 0 hit points, it
another creature it can see within 30 feet of it or a solid surface. is destroyed.
Each creature must succeed on a DC 14 Strength saving throw or
take 11 (1d8 + 7) bludgeoning damage, or 20 (3d8 + 7) bludgeoning Rhyme of Calling. The korred targets up to two creatures within 30
damage if the korred is on the ground, and be stunned until the end feet of it that can hear it. Each target can use their reaction to move
of the korred's next turn. On a successful save, the target takes half up to half its speed without provoking opportunity attacks.
the bludgeoning damage and isn't stunned.
Korred, Young Hit: 9 (1d8 + 5) bludgeoning damage, or 14 (2d8 + 5) bludgeoning
damage if the korred is on the ground.
Small fey, chaotic neutral
Rock. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one
Armor Class 16 (natural armor) target. Hit: 14 (2d8 + 5) bludgeoning damage, or 18 (3d8 + 5)
Hit Points 52 (7d6 + 28) bludgeoning damage if the korred is on the ground.
Speed 30 ft., burrow 30 ft.
Innate Spellcasting. The korred’s innate spellcasting ability is
Wisdom (save DC 11). It can innately cast the following spells,
STR DEX CON INT WIS CHA
requiring no components:
21 (+5) 14 (+2) 18 (+4) 9 (-1) 13 (+1) 9 (-1)
At will: commune with nature, meld into stone, stone shape
1/day: conjure elemental (as 5th-level spell; dust mephit or gargoyle
Skills Athletics +7, Perception +3, Stealth +4
only)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks Bonus Actions
Senses darkvision 120 ft., tremorsense 120 ft., passive
Command Hair. The korred has at least one 30-foot-long rope
Perception 13
woven out of its hair. The korred commands one such rope within
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
Challenge 4 (1,100 XP) Proficiency Bonus +2 30 feet of it to move up to 20 feet and entangle a Medium or
smaller creature that the korred can see. The target must succeed
on a DC 12 Dexterity saving throw or become grappled by the rope
Stone Camouflage. The korred has advantage on Dexterity (Stealth)
(escape DC 12). Until this grapple ends, the target is restrained.
checks made to hide in rocky terrain.
The korred can use a bonus action to release the target, which is
Stone’s Strength. While on the ground, the korred deals 1 extra die also freed if the korred dies or becomes incapacitated.
of damage with any weapon attack (included in its attacks). A rope of korred hair has AC 15 and 15 hit points. It regains 1 hit
Actions point at the start of each of the korred’s turns while it has at least 1
hit point and the korred is alive. If the rope drops to 0 hit points, it
Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. is destroyed.
176
Bestiary

