Small fey, chaotic neutral
- Armor Class
- 17 (natural armor)
- Hit Points
- 93 (11d6 + 55)
- Speed
- 30 ft., burrow 30 ft.
- Challenge
- 7 (2,900 XP)
- Skills
- Stealth +5, Athletics +9, Perception +5
- Damage Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Senses
- darkvision 120 ft., tremorsense 120 ft., passive Perception 15
- Languages
- Dwarvish, Gnomish, Sylvan, Terran, Undercommon
Traits
The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
The korred makes two Greatclub or Rock attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
Bonus Actions
The korred has at least one 50-foot-long rope woven out of its hair. 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 the rope has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.
Spellcasting
The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):