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
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