Chaotic Neutral Small Fey (humanoid) (3-ft, 60-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES infravision
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 6 + 1 (hp 28)
% IN LAIR: 1%
TREASURE TYPE: E
THAC0: 13
MELEE: 2 hands (1d2+4 each) or by weapon
MISSILE: boulder (2d8)
SPECIAL ATTACKS: entangling rope, korred dance, laugh, rock throwing (10"), strong (Str 18/76) - Hits As: +1
SPECIAL DEFENSES: none
MAGIC RESISTANCE: 80%
INTELLIGENCE: Very (11-12)
MORALE: +31%
SAVES: Poison 10, Petrify 11, Wand 9, Breath 12, Spell 10
LANGUAGES: Common, Korred
LEVEL: VI (900 + 8 per hp)
These dance-loving folk always carry cudgels and large pouches containing hair, shears, and other items.
Korreds have great Strength and can hurl boulders up to 10" (damage 2d8) and are rumored to have built the druid stone circles.
They can attack with their shears (damage d4+4), cudgels (damage d6+4), or without a weapon (damage 1-2+4).
Korreds may laugh 3 times per day — those within 6" hearing the laugh must roll their Charisma or higher on 1d20 or be stunned for 1-4 rounds.
Korreds can use the following abilities at will:
— stone shape,
— animate rock,
— stone door (teleport 3"),
— shatter rock,
— transmute rock to mud, and
— stone tell.
They can trap intruders by weaving the hair into animated entangling ropes and snares in 1-4 rounds (rope: AC 1, hp 5, MV 3", save vs. Paralysis or be trapped).
The items in a korred's pouch will turn to gold if sprinkled with holy water (50-200 gp value).
Each week the korreds have a holiday when they dance and play music.
Those who interrupt the dance must save vs. Spell or dance themselves, losing 1-4 points per round until they are dead, restrained, or until the korreds flee.