Korred
“Meet the Korred: mystical, stone-bending fey who’ll dance you to death—just don’t touch their magical hair unless you’re ready to rumble with the earth!”
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.
Tab Title 1
Korred, Pathfinder
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.
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 willanimate rope, shatter (DC 13), stone shape 1/daystone 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.