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Korred

Creature 4 (uncommon) — fey

Pre-Remaster content. May include legacy alignment.

SnareWeaverLANDfey

Korreds are reclusive fey in the form of small, hirsute individuals with long, animated manes of hair. While korreds have a natural affinity and admiration for stones and boulders, they prefer to dwell aboveground in areas of rocky forest or wooded hills rather than in caves. Korreds are a private people who don't take kindly to intruders, and they invariably work to drive off or kill any non-fey who stumble into their territory. Staunchly proud of their hair, korreds choose their minimal attire

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +12; low-light-vision
Languages common, fey
Skills acrobatics +11, crafting +11, deception +13, performance +13, stealth +11
Str
+4
Dex
+3
Con
+2
Int
+1
Wis
+2
Cha
+5
Items Club, Pouch
AC 21 Fort +10 Ref +13 Will +10 +1 status to all saves vs. magic
HP 65
Weaknesses cold-iron 5
Speed 25 feet

Offense

Melee Club +14, Damage 2d6+7 bludgeoning
Ranged Club (thrown-10) +14, Damage 2d6+7 bludgeoning
Ranged Rock (brutal) +14, range increment 20 feet, Damage 1d6+7 bludgeoning

Abilities

+1 Status to All Saves vs. Magic
Animated Hair (aura, primal) — 5 feet. The korred's long, animated hair reaches out and interferes with creatures in the area. The korred can select which targets are affected by their animated hair. An affected creature that ends its turn in the emanation must succeed at a DC 18 Reflex save or become Clumsy 1 (Clumsy 2 on a critical failure) as long as it remains in the aura.
Hair Snare (incapacitation, primal) — The korred causes a long, tangled length of their hair to detach from their body and snake out to coil around an adjacent creature. The creature must attempt a DC 21 Reflex save.

The korred cannot use Hair Snare again for 1d4 rounds.

Success The creature is unaffected.

Failure The hair wraps around the creature. The creature takes a –10‐foot circumstance penalty to all of its Speeds until it Escapes or until the korred uses Hair Snare again (at which point the previous snare drops to the ground, no longer animated).

Critical Failure The creature is Immobilized until it Escapes (DC 21) or the korred uses Hair Snare again.
Otherworldly Laugh (auditory, fey, incapacitation, primal, sonic) — Frequency three times per day

Effect The korred unleashes an otherworldly laugh. Each non-fey creature within a 30-foot burst must attempt a DC 21 Fortitude save. On a failure, the creature is Slowed 1 for 1 round (or Stunned 1 on a critical failure).
Stone Stride (earth, primal, teleportation) — The korred steps into a block of stone large enough for them to fit inside and instantly teleports to any other stone within 30 feet that has the same minimum size. Once the korred enters the stone, they instantly know the rough locations of other sufficiently large stones within 30 feet. They can exit from the original stone, if they prefer. They can't carry extradimensional spaces with them when they Stone Stride; if the korred attempts to do so, Stone Stride fails.
Throw Rock — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Primal Innate Spells DC 21, attack +11
6th Stone Tell
4th Shape Stone (At will), Shatter (At will)

WORKS WELL WITH

AnvilLANDA durable frontline forces melee engagement into range of the hair-snare control zone.
CrasherLANDA burst striker finishes off targets this fey has already slowed and coiled in place before they can escape.
SniperLANDA ranged attacker capitalizes on Off-Guard targets trapped in place while this fey's control effects hold the line.

PUNISHES

✖ clumping✖ melee reliance✖ low Fort
Avoid stacking with another Snare; redundant control abilities compete for the same locked-down targets.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 2.

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