This creature has the upper torso of a small humanoid and the lower torso of a goat, giving it an appearance similar to a satyr’s. It has a long, flowing beard that, like its hair, is dark and wild, tangled and matted into frightful knots. It wears a simple leather tunic and a large leather pouch. Its brown eyes have an almost feral gleam.


XP 200 ()

CN Small

Initiative +2


AC 13 (leather armor)

hp: 27 (6d6 + 6)

Resistance: Bludgeoning, piercing, and slashing damage from nonmagical weapons.

Immunity: Charm, stun, unconsciousness


Speed: 30 ft.

Melee Attack—Club: +4 to hit (reach 5 ft.; one creature). Hit: 1d6 + 2 bludgeoning damage.

Melee Attack—Shears: +4 to hit (reach 5 ft.; one creature). Hit: 1d8 + 2 slashing damage. A korred scores a critical hit with shears if its attack roll is a natural 18, 19, or 20.

Ranged Attack—Stone: +4 to hit (range 20 ft./60 ft.; one creature). Hit: 1d4 + 2 bludgeoning damage.

Area Attack—Laugh (recharge 5, 6): automatic hit (range 60 ft.; all creatures in range). Hit: creatures in range that can hear the laugh must make a successful DC 12 Wis saving throw or be stunned for 1d3 rounds.


Str 15 (+2), Dex 15 (+2), Con 12 (+1),

Int 12 (+1), Wis 12 (+1), Cha 14 (+2)

Languages: Common, Sylvan

Skills: Sleight of Hand +4, Stealth +4

Senses: Darkvision 60 ft.


Animated Hair: A korred carries cuttings of its own hair, braided into ropes, in its leather pouch. It can quickly splice these short hair ropes into a longer rope and magically animate it to entangle foes. The time it takes to weave together enough rope for the job depends on the size of the creature to be entangled, as shown below. A korred’s animated hair rope has AC 14, 8 hp, is immune to all but slashing damage, and flies with a speed of 30 feet. When it attacks its target, the target creature must make a successful DC 12 Dex or Str saving throw or be restrained. A restrained creature can repeat the saving throw at the end of each of its turns. The hair rope is destroyed by a successful Str saving throw, but a successful Dex save leaves it unaffected and it continues attacking.

Target SizeTime to CreateDuration
Up to Tiny1 round9 rounds
Small or Medium2 rounds6 rounds
Large3 rounds3 rounds

Mobility: An opponent has tactical disadvantage on opportunity attack rolls against a korred.

Spell-like Abilities: Korreds can use the following spell-like abilities, using Charisma as their casting ability (DC 12). A korred doesn’t need material components to use these abilities.

At Will: animate objects (stones only), shatter, speak with stone (functions identically to speak with plants, but with stones instead), stone shape

Stone Stride: A korred can step into a stone and emerge from any other stone within 30 feet as part of normal movement. The stones must be at least as large as the korred. It can’t end its turn inside a stone.


Environment: Temperate and

Organization: Solitary or gang (2–4)

A korred is a satyrlike creature that dwells deep in the forest or in remote, stony hills. Korreds keep all their meager belongings in a large, leather pouch. The contents of every korred’s pouch varies with the tastes of the individual, but one thing all korreds carry is a pair of shears with which to cut their fast-growing, matted hair when it becomes too long.

Laughing is typically the first thing and the last thing a korred does in combat. It laughs at the start of the fight to stun its foes and gain the upper hand. It laughs at the end either to rub the losers’ face in it, or to make possible a quick retreat. They prepare their entangling hair ropes just before the fight begins, if given the chance, but the limited duration of their animating magic makes it impossible for them to create these weapons any more than a few seconds in advance.

If korreds snare foes with their hair ropes, they love to administer a quick, embarrassing haircut with their shears before laughing in their victims’ faces and quickly escaping through the stones while triumphantly waving the captured locks of hair.