Sunday, May 5, 2019

Monster Manual II: Korred

Here's another creature for those fey-haunted woods of a campaign world. Besides being incredibly strong for their size, korreds as described in the MMII have some rather peculiar habits. They love to dance, and they are noted to always carry bags containing shears, hair, and unspecified other items. Why they carry around such a collection of oddments is left to the imagination of the DM. It could be either an odd compulsion or some practical habit -- perhaps they're the jolly barbers of the fairy court? Maybe they fulfill other functions of medieval barbers, too, and thus stow things like strong alcohol, medicinal herbs, pliers, and teeth. (Could they be the source of the legends of tooth fairies??)

Setting aside all the possible reasons why they tote around those bags, they are able to cause their hair clippings to weave into animated ropes to bind and immobilize foes, which is a pretty cool power. The one that always comes to my mind first, though, is their ability to stun opponents with their laughter. I always imagine it as a great jovial booming laugh, as if even being attacked can't diminish their mirth, but it could easily be sinister, derisive, or maniacal too. Their listed alignment of Chaotic neutral makes just about anything a possibility. It also seems to indicate that they could potentially be friends, foes, annoyances, or comic relief to a party of adventurers on any given day.

Now go away, or I shall taunt you a second time!

Here's my take on a B/X korred.

Armor Class: 5
Hit Dice: 5+1
Move: 90' (30')
Attacks: 1
Damage: 3-8
No. Appearing: 0 (1-4)
Save As: Fighter: 5
Morale: 9
Treasure Type: See below
Alignment: Neutral

Korreds are a dance-loving woodland folk of small stature but immense strength, with wild hair and beards and goat-like legs. All korreds carry cudgels (clubs) and bags containing shears, hair, and other curious odds and ends. They may weave locks of hair into animated ropes and snares, each having AC5 and 4 hit points, which can immobilize a man-sized opponent if a saving throw vs. death ray is failed. In combat, a korred attacks with either its cudgel or shears, and may also throw small boulders to a range of 90' for 3-8 points of damage. In the hands of a human or demihuman, the korred's weapons do 1-4 points of damage, as an ordinary club or dagger.

A korred may laugh three times per day, stunning all foes within 60' who fail a save vs. paralysis for 1-4 rounds. There is a 1 in 4 chance that any group of two or more korreds has gathered to dance, and anyone interrupting them must save vs. spells or join the dance, losing 1-4 hit points per round from exhaustion until they fall unconscious for 1-6 hours, they are restrained, or the korreds flee.

Korreds normally collect no treasure, but if the items in their sacks are sprinkled with holy water they turn to solid gold of 50-300 gp value.

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