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Korred, Cackling

Small fey, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 90 (12d6 + 48)
Speed 30 ft., climb 30 ft. (with hair rope), burrow 30 ft.

22 (+6) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 8 (-1)

Skills Athletics +9, Acrobatics +5, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 120 ft., Tremorsense 120 ft.; passive Perception 13
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
Challenge 7 (2,900 XP)

Special Traits

  • Natural Rope. The korred can use its hair as a rope similar to a rope of climbing. As a bonus action, it can cause the 60 foot length of hair to extend outward and knot or unknot. It also grants the korred a climb speed of 30 feet while traversing it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it cannot use this feature again until it takes a short or long rest.
  • Innate Spellcasting. The korred’s innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:
  • Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.


  • Multiattack. The korred uses its cackle action and then attacks twice with its hair whip.
  • Hair Whip. Melee Weapon Attack: +9 to hit, reach 40 ft., one target. Hit: 11 (2d4 + 6) slashing damage. If the korred chooses, on a hit it can force a creature to make a DC 13 Dexterity saving throw or become grappled by the whip (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. The korred can only have one creature grappled in this way at a time but does not lose any hair whip attacks by doing so.
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Knights of the Shadow Realm, Copyright 2020, David Barrentine