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Korred

This knobby-kneed, stunted humanoid, has a particularly thick beard and wild mane of hair, hiding most of its body from view.

Korred CR 4

XP 1,200
CN Small fey
Init
+3; Senses low-light vision; Perception +14

DEFENSE

AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp
33 (6d6+12)
Fort
+4, Ref +8, Will +7
DR
5/cold iron; SR 15

OFFENSE

Speed 30 ft.
Melee
club +8 (1d4+6)
Ranged
rock +8 (1d6+4)
Special Attacks
animated hair, stunning laugh, rock throwing (100 ft.)
Spell-Like Abilities
(CL 6th; concentration +7)

At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

STATISTICS

Str 19, Dex 17, Con 14, Int 12, Wis 14, Cha 13
Base Atk
+3; CMB +6; CMD 20
Feats
Dodge, Mobility, Skill Focus (Perception)
Skills
Acrobatics +12, Bluff +10, Craft (rope) +10, Craft (sculpture) +10, Perception +14, Perform (dance) +10, Stealth +16
Languages
Common, Sylvan
SQ
stone stride

SPECIAL ABILITIES

Animated Hair (Su)

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.

Stone Stride (Su)

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.

Stunning Laugh (Su)

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.