Korred

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

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


SQ: stone stride


Languages: Common, Sylvan


Ecology

Environment: temperate forests


Organization: solitary, pair, or gang (3–6)


Treasure: standard (club, rope, shears, other treasure)


Description

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. Korreds are an ancient fey race who like forested areas with nice, rocky ground. They resemble small, wild-haired humanoids with wild, knotted hair. Korreds especially like to dance in ancient stone circles within forest glades, often led by satyrs with panpipes. They are a shy race and do not take kindly to outsiders discovering them, even by accident. They almost always attack non-korreds who stumble into their territory, seeking to kill them or at least drive them off.

Korred clothing normally consists of a simple leather apron, jerkin, or kilt, leaving their legs uncovered and their feet bare. Their clothes usually have a large pocket or pouch to hold their belongings. A korred’s hair and beard grow quickly, sometimes an inch a day, and the korred trims its hair when the locks become too unruly, saving the trimmings in its pocket so it can weave them into ropes for its animate rope spell-like ability. Kelpie–Korred 530 58 530 59

Source: Pathfinder Roleplaying Game Bestiary 2