Korred

Small Fey, Chaotic Neutral

STR
23 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2)
CHA
9 (-1)
Stone Camouflage.

The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Spellcasting.

The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):

At will: commune with nature (as an action), meld into stone, stone shape

1/day: Otto's irresistible dance

Actions

Multiattack.

The korred makes two Greatclub or Rock attacks.

Greatclub.

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.

Rock.

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

Command Hair.

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.

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Korred

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 166 - Licenses and attribution