Korred
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Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. 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 hit point and the korred is alive. Ifthe rope drops to 0 hit points, it is destroyed. Innate Spellcasting. The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components: At will: commune with nature, meld into stone, stone shape 1/day each: conjure elemental (as 6th-level spell; Galeb Duhr, Gargoyle, Earth Elemental, or Xorn only), Otto's irresistible dance Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Stone's Strength. While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).
Multiattack. The korred makes two attacks with its greatclub or hurls two rocks. Greatclub. Melee Weapon Attack: +9 to hit, reach S ft., one target. Hit: 10 (ld8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage ifthe korred is on the ground. Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: l S (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground.
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