Family: Korred

Small fey, chaotic evil

Armor Class 15 (natural armor)
Hit Points 88 (16d6+32)
Speed 30 ft.

18 (+4) 17 (+3) 14 (+2) 14 (+2) 14 (+2) 13 (+1)

Damage Resistances bludgeoning, piercing and slashing from weapons that are not cold iron
Senses passive Perception
Languages Common, Sylvan
Challenge 4 (1,100 XP)


  • Brute. A melee or thrown weapon deals one extra die of its damage when the korred hits with it (included in the attack).
  • Innate Spellcasting. The Korred’s innate spellcasting ability is Wisdom (spell save DC 12). He can innately cast the following spells, requiring no material components:
  • Animated Hair. A korred’s wild hair and beard are constantly writhing and twitching. As a bonus action, it can Help a friendly creature attacking the same target as the Korred by tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself.


  • Multiattack. The Korred makes two attacks with his club or two attacks with his rock.
  • Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  • Stunning Laugh (recharge 5-6). The korred unleashes a strange laugh. Every humanoid and giant within 30 feet of the korred that can hear the laugh must succeed on a DC 14 Constitution saving throw or be stunned. A creature can repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this korred’s laugh for the next 24 hours.


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.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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