KORRED
Chaotic Neutral Small Fey (humanoid) (3-ft. tall)
FREQUENCY: Very rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES infravision
ARMOR CLASS: 5
SPEED: 90 ft.
HIT DICE: 6 + 1 (hp 28)
% IN LAIR: 1%
TREASURE TYPE: E
ATTACK AC 0: 13
MELEE: 2 hands (1d2+4/1d2+4) or cudgel (heavy club; 1d6+4) or korred shears (1d4+4; no AD adj.)
MISSILE: boulder (2d8)
SPECIAL ATTACKS: entangling rope, korred dance, laugh, rock throwing (100-ft.), strong (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:
Spell-like Abilities. (CL 6 unless specified otherwise, as Druid where appropriate)
At-will—animate rock (CL 12), shatter (stone objects only), stone door (as per plant door, up to 90-ft.), stone shape, stone tell, transmute rock to mud
Animated Rope. As a complex activity taking 1d4 rounds, Korred can cut their hair and weave an animated rope. They can throw the rope as a contact attack (out to 30-ft.), command the rope to attack (speed 30-ft.) or leave the rope on the ground to entangle anyone that passes through a 5-ft. area. Creatures attacked by the rope must make a Dexterity save vs. Poison or become bound until the rope is removed. The rope can be cut with a slashing weapon doing 5 points of damage (which destroys it). Anyone attacking the rope must hit an AC 1 or they will hit the target instead. A korred can create and command only one animated rope at a time. Once a rope is constructed, it will last for 1 hour. The rope can only affect one targeted creature of up to 10-ft. tall (or similar size).
Korred Dance. 1/week [sonic] Once per week at a set time during the night, korred will play music and dance. Any who happen upon a korred dancing such must make a Wisdom save vs. Spell or join in the dancing, taking 1d4 points of damage per round until the korred stops the music and dancing (save negates). Only one save is necessary no matter the number of korred participating and the save grants immunity for the duration of the dance. While dancing, a korred can only play music and cannot using spell-like abilities or attack. If a dancing victim can be restrained, they will stop taking damage.
Laugh. 3/day [sonic] All non-fey hearing the korred's laugh in a 60-ft. radius must make a Charisma check (1d20 vs Cha DC) or be stunned for 1d4 rounds (save negates).
Rock Throwing. [missile] Korred can throw boulders as if launched by a siege engine. Damage is noted in the missile entry and maximum range is noted in the special attacks entry. Targets cannot be in melee with the korred throwing the boulder.
Strong. A korred is considered to have an 18/76 Strength when attacking with hands or manufactured weapons or performing Strength checks.
Gear. cudgel (damage is 1d6 [SML] but other statistics as a heavy club, wielded in two-hands, carried as a staff), korred shears, bundle of hair, large pouch, 1d3 other knick-knacks. If holy water is sprinkled on any of the items in the korred's pouch, they will turn to gold (being worth 5d4 x 10 gp each). A korred also carries a bag with 1d3 boulders.
Armed with a wooden cudgel that seems too large for it to wield, a korred is a satyr-like creature that dwells deep in the forest. Korreds keep their belongings in a large pouch; the contents of such a pouch vary with the tastes of the individual, but all korreds carry shears with which to cut their matted hair when it becomes too long. Korred are rumored to have helped construct the stone circles of the druids.
A korred opens combat using its laugh to stun its opponents. It follows this with its animated hair attack. Entangled foes are pelted with rocks or attacked with shears.