🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

KorredCreature 4


UncommonCNSmallFey
Source Pathfinder Bestiary 2
Perception +12 (low-light vision)
Languages Common, Sylvan
Skills Acrobatics +11, Crafting +11, Deception +13, Performance +13, Stealth +11
Str +4, Dex +3, Con +2, Int +1, Wis +2, Cha +5

AC 21; Fort +10; Reflex +13; Will +10; +1 status to all saves vs. magic
HP 65
Speed 25 feet
Weaknesses Coldiron 5

Club One Action +14 (+9, +4) to hit 2d6+7 Bludgeoning
Rock One Action +14 (+9, +4) to hit (brutal, range increment 20) 1d6+7 Bludgeoning
Club One Action +14 (+9, +4) to hit (thrown 10) 2d6+7 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicAnimated Hair (aura, primal, transmutation)

5 feet Aura

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 One Action (incapacitation, primal, transmutation)

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 (DC 21) 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 Two Actions (auditory, evocation, incapacitation, primal, sonic, fey)

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 Two Actions (conjuration, 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 One Action

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, +11 to hit)

4th Level: Shape Stone (At will), Shatter (At will)
6th Level: Stone Tell


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 so as to allow their body hair to flow freely, often wearing only a belt with a pouch for throwing rocks and trimming shears-though this belt and pouch are rarely visible under their wild manes.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fey

Creatures of the First World are called the fey.