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Korred, the Hair-Bound Stone Dancer

Korreds are stout, fey beings with thick, tangled hair that flows from their heads, beards, and legs in unruly waves. Standing around 3 feet tall, their bodies are dense and powerful, built like boulders with limbs. Their hooved feet and craggy, granite-like skin give them a half-earth, half-goat appearance, and their eyes glint like polished stone—deep, ancient, and full of mischief.

Their most distinctive trait is their magical hair, alive with fey energy. It can be braided into ropes stronger than steel, woven into weapons, or animated to bind and entangle foes. A Korred’s power is tied to this hair—cutting it weakens them, and doing so is considered a dire insult.


Behavior

Korreds are eccentric, mercurial, and deeply reclusive, balancing a love of music and dance with a fierce territorial instinct. They are known to dance under the moon, stamping their hooves in rhythmic rituals that shake the earth and stir latent magic in the stones beneath their feet.

Though not inherently hostile, they are highly protective of their domains and have a trickster’s love of confounding intruders. Their humor is rough, their riddles cryptic, and their anger volcanic when provoked. They view their hair as sacred and their bond with the land as eternal.


Habitat

Korreds dwell in rock-strewn hills, fey-touched groves, and subterranean caverns, especially near ley lines, ancient stone circles, or natural stone arches. They prefer places where the veil between the Material Plane and the Feywild is thin, and may vanish into stone as easily as stepping into a shadow.

Their lairs are often hidden by natural camouflage or illusion, decorated with stone glyphs, fey carvings, and rhythmic etchings that resonate with the pulse of the earth.


Modus Operandi

Korreds avoid direct combat when possible, favoring terrain manipulation, confusion, and ambush tactics. In battle, they:

  • Animate their hair to restrain enemies or form living tools.
  • Manipulate stone using innate magic to shift terrain or create traps.
  • Vanish into rock using meld into stone, pass without trace, or vanish behind illusions.
  • Use rhythmic stomping as both a magical focus and a disorienting tactic.

They strike from hiding, lure foes into unstable ground, or collapse stone tunnels behind them. If outmatched, they vanish as swiftly as they appear.


Motivation

Korreds are guardians of ancient secrets, protectors of hidden places, and interpreters of the earth’s whispers. They are driven by a profound connection to stone, rhythm, and mystery. Some serve greater fey lords, others act as oracles or stewards of forgotten places.

Above all, they value freedom, secrecy, and harmony with the land. Those who seek to despoil nature—especially through mining or conquest—earn their lasting enmity.


  • Korred 5e
  • Korred, Pathfinder

Small fey, chaotic neutral


Armor Class 15 (natural armor)
Hit Points 102 (12d6 + 60)
Speed 30 ft., burrow 20 ft. (stone only)

STRDEXCONINTWISCHA
18 (+4)14 (+2)20 (+5)11 (+0)16 (+3)15 (+2)

Saving Throws Dex +5, Con +8, Wis +6
Skills Perception +6, Performance +5, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft., tremorsense 30 ft. (stone only), passive Perception 16
Languages Common, Sylvan, Terran
Challenge 6 (2,300 XP) Proficiency Bonus +3


Fey Resilience.

The Korred has advantage on saving throws against being charmed, frightened, or paralyzed.

Stone Glide.

The Korred can burrow through unworked, natural stone at half its burrow speed without disturbing the material it moves through. It leaves no tunnel or trace of its passage.

Magic Hair.

The Korred’s hair is imbued with potent fey magic:

  • As a bonus action, the Korred can pluck a strand of its hair and shape it into a whip, net, lasso, or 50-foot rope. Hair used in this way is AC 19, has 20 hit points, and is immune to poison and psychic damage.
  • If the Korred’s hair is shorn (by a magical slashing weapon or one made of silver), it loses access to its Animate Hair reaction and Stone Shape spell until it finishes a long rest. This act is considered a grave insult.

Spellcasting.

The Korred is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It requires no material components and knows the following spells:

  • At will: druidcraft, mold earth, minor illusion
  • 3/day each: earth tremor, pass without trace, shatter
  • 2/day each: meld into stone, stone shape, invisibility
  • 1/day: wall of stone

Actions

Stone Mallet. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. If the target is standing on stone, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Rhythmic Stomp (Recharge 5–6).
The Korred stomps its hooves, generating a powerful rhythmic vibration. Each creature within 30 feet of the Korred must succeed on a DC 14 Constitution saving throw or be deafened and incapacitated until the end of its next turn. The ground in that area becomes difficult terrain for 1 minute, but only if it is made of stone.


Reactions

Animate Hair.
When a creature within 30 feet of the Korred hits it or an ally with an attack, the Korred lashes out with a strand of living hair. The attacker must succeed on a DC 14 Dexterity saving throw or become restrained for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Tactics and Roleplaying Notes

  • Ambush Artist: Korreds prefer using stealth and terrain control. They often open with pass without trace or shatter to disorient intruders.
  • Mischievous but Proud: A Korred might parley or prank intruders before attacking. However, if its hair is touched or cut, it becomes instantly hostile.
  • Earth’s Whisperer: In rocky or underground environments, the Korred becomes a near-unstoppable foe, using meld into stone and Stone Glide to evade and strike at will.

This content is from the Paizo Core Rules.

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

Source: Pathfinder d20pfsrd.com

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.

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 Dexterity, +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
Strength 19, Dexterity 17, Constitution 14, Intelligence 12, Wisdom 14, Charisma 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.
ECOLOGY
Environment temperate forests

Organization solitary, pair, or gang (3-6)

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

Section 15: Copyright Notice – Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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