Korred
Korreds are an ancient fey race who like forested areas with nice, rocky ground. They resemble small, wild-haired humanoids with wild, knotted hair. Korreds especially like to dance in ancient stone circles within forest glades, often led by satyrs with panpipes. They are a shy race and do not take kindly to outsiders discovering them, even by accident. They almost always attack non-korreds who stumble into their territory, seeking to kill them or at least drive them off.
Korred clothing normally consists of a simple leather apron, jerkin, or kilt, leaving their legs uncovered and their feet bare. Their clothes usually have a large pocket or pouch to hold their belongings. A korred's hair and beard grow quickly, sometimes an inch a day, and the korred trims its hair when the locks become too unruly, saving the trimmings in its pocket so it can weave them into ropes for its animate rope spell-like ability.
- HP
- 33 (6d6+12)
- AC
- 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
- Speed
- 30 ft.
- Init
- +3
- Melee
- club +8 (1d4+6)
- Ranged
- rock +8 (1d6+4)
- BAB
- +3
- CMB
- +6
- CMD
- 20
- Fort
- +4
- Ref
- +8
- Will
- +7
- DR
- 5/cold iron
- SR
- 15
Weapons: Simple
Animated Hair — A korred's hair is constantly writhing and twitching. As a free action, a korred can cause its long hair to reach out and interfere with adjacent creatures—tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself. The korred can select which adjacent targets are affected by its animated hair. These targets must make a successful DC 16 Reflex save each round to avoid becoming entangled for 1 round. The save DC is Dexterity-based.
Stunning Laugh — Three times per day as a standard action, a korred can unleash a strange laugh that stuns all creatures within a 30-foot burst for 1d2 rounds (Fortitude DC 14 negates). This is a sonic, mind-affecting effect. Fey are immune to this ability. The save DC is Charisma-based.
rock throwing (100 ft.)
Stone Stride — This ability works like tree stride, except it requires loose boulders at least as large as the korred, and only has a range of 30 feet. The korred can use this ability once per round as a standard action.
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
Acrobatics +12, Bluff +10, Craft (rope) +10, Craft (sculpture) +10, Perception +14, Perform (dance) +10, Stealth +16
- Type
- Fey
- Alignment
- CN
- Size
- Small
- Environment
- temperate forests
- Organization
- solitary, pair, or gang (3-6)
- Treasure
- standard (club, rope, shears, other treasure)
- Senses
- low-light vision; Perception +14
- Languages
- Common, Sylvan
- Source
- Bestiary 2
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Animate Rope (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shatter (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stone Shape (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stone Tell (Spell)House/Core — covered by the site's Section 15.
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