Homebrew Korred Outcast Species Details
Korreds are unpredictable, secretive fey with strong ties to earth and stone. On rare occasion, a korred will become an outcast, either due to banishment for some unforgivable act, or more rarely still, simply succumbing to wanderlust. In either event, they have most of their earth abilities stripped away before exile. They resemble small stony skinned satyrs with the gruff stature of dwarfs. Though only 3 to 4 feet tall (belieing their immense strength), this height may easily be doubled by the wild mane of animated hair that crowns their head.
Korred Outcast Traits
Though korred outcasts have a greatly reduced connection to earth when compared to their native kind, these diminutive fae are not completely severed from that bond.Who you calling little?
Though they may be small in size, korred outcasts do not suffer disadvantage for wielding heavy weapons.
Ability Score Increase
Korred outcasts retain the strength and durability of the earth, affording racial bonuses of +3 to strength and +1 to constitution.
Stony Skin
A korred outcast's mineralized skin grants a +2 bonus to armor class and resistance to nonmagical bludgeoning damage. However, the peculiar degraded chemical makeup also leaves them vulnerable to both acid and lightning.
Dreaded Sky
Whenever a korred outcast looses touch of the ground (due to levitating, flying mount, etc.) all of its attacks, checks, and saves have disadvantage.
Stone Camouflage
The korred outcast has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Deep Senses
Keen senses allow darkvision 60' and tremorsense 60'
Alignment
Being fae, korred outcasts will generally be chaotic.
Languages
Know the Undercommon language, as well as your choice of Dwarvish, Gnomish, Sylvan, or Terran.
Command Hair
As a bonus action, the korred outcast may command their hair to entangle a Large or smaller creature within 20 feet, that the they can sense. The target must succeed on a Dexterity saving throw or become grappled by the hair. Until this grapple ends (escape DC is the Dexterity saving throw), the target is restrained, and the korred outcast may not move more than 20' away from the victim. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. Korred outcast hair has AC 15 and 15 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.
Commune with Nature
When a korred outcast reaches ninth level, they may cast Commune with Nature once per long rest.
Previous Versions
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6/16/2019 2:15:53 AM
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