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Let's Read: Volo's Monsters
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<blockquote data-quote="Leatherhead" data-source="post: 6996974" data-attributes="member: 53176"><p>Firstly, I want to state for the record that the Korred confuses the heck out of me. Perhaps it's because of it's unfortunate placement between Kobolds and the Leucrotta. Perhaps it's because the Korred's hair has more paragraphs devoted to it than some creatures do. Perhaps it's because I stepped away from the thread for work and came back to everyone doing suggestions that I would have done.</p><p></p><p>But I'm mostly sure it's because the Korred is a small chaotic neutral ball of murder that is just begging to TPK a party for no good reason. This monster is complexity incarnate. It should not lose an even-keel fight on it's home turf. Woe to the DM who has a player summon one of these, because your plans are going to get wrecked.</p><p></p><p>Let us examine the combat cycle of the Korred, because you need to understand this absolute insanity. Say, for instance, a Korred gets mad at the PC's doing a mining operation near it's home.</p><p></p><p><u>The Long-con Pre-fight:</u></p><p>The Korred uses <em>Commune with Nature</em> to figure out absolutely everything it wants to know about it's potential targets. It can also gather allies should it be an option. A being that can grow gold (or whatever) out of it's head should be able to negotiate some form of payment for virtually any creature, especially the elemental or fey ones.</p><p>Using Stone shape and meld into stone, the Korred creates a battlefield of it's heart's desire. preferably in a cave below the ambush sight, so that the Korred can pull the rug out from under the targets of it's ire.</p><p>The Korred weaves several Hair-Ropes. (Note the stat block says it has at least one) I would recommend two, I guess, if you are at least trying to be fair.</p><p></p><p><u>Minutes before the fight:</u></p><p>The Korred summons a Galeb Dur.</p><p>The Galeb Dur sits on a shelf, and gets ready with two boulders nearby. Ideally the cave is shaped like a bowl for maximum rolling. And it will be because the Korred dictates it to be so.</p><p></p><p><u>The Ambush:</u></p><p>The Korred pulls causes the floor below some of the PCs to fall by removing a keystone from an arch or something. Ideally, not all of the PC's fall down, as this is a divide and conquer tactic.</p><p>The Galeb Dur Animates some Rocks.</p><p></p><p><u>Round One:</u></p><p>Korred causes a second cave in, which puts a bunch of rocks between members of the party, and uses one of it's Hair steel cable things to tie up one of the less agile members of the party that is on the working side of the cave in. Then the Korred moves up to the top of a stone pillar with 3/4ths cover in the cave (one of several), thanks to the 8 hour duration of <em>Meld with Stone</em>.</p><p>The Galeb Dur and it's Rock buddies Roll into the PC who is tied up by the metal hair. (This is the most inadvertently 80's sentence I have said this century.)</p><p></p><p><u>Round Two:</u></p><p>Korred Throws Rocks at the PC's, getting bonus damage for being on the ground, even if the ground is technically elevated. Uses another Bonus Action to get it's other rope of hair to hopefully tie up another member of the party.</p><p>Galeb Dur and the Boulder Brothers roll over the PC's some more.</p><p></p><p><u>Subsequent Rounds:</u></p><p>The Korred keeps using it's hair to tie up people, throws more rocks and ducks behind cover, melding to another stone-tower-pillar-snipers nest should it's current perch become uninhabitable.</p><p>The Galeb Dur will roll around until it either dies or gets unsummoned due to the Korred getting shot in the head (which is not likely due to several factors). The Korred will then use <em>Otto's Irresistible Dance</em> on a one of the PC's and continue throwing rocks down from sniper nests.</p><p></p><p><u>Endgame</u></p><p>If things go incredibly sour for the Korred, it just burrows away. Otherwise, rocks fall, everyone dies.</p><p></p><p>And that's a fight that features <em>only</em> the Korred and it's abilities.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 6996974, member: 53176"] Firstly, I want to state for the record that the Korred confuses the heck out of me. Perhaps it's because of it's unfortunate placement between Kobolds and the Leucrotta. Perhaps it's because the Korred's hair has more paragraphs devoted to it than some creatures do. Perhaps it's because I stepped away from the thread for work and came back to everyone doing suggestions that I would have done. But I'm mostly sure it's because the Korred is a small chaotic neutral ball of murder that is just begging to TPK a party for no good reason. This monster is complexity incarnate. It should not lose an even-keel fight on it's home turf. Woe to the DM who has a player summon one of these, because your plans are going to get wrecked. Let us examine the combat cycle of the Korred, because you need to understand this absolute insanity. Say, for instance, a Korred gets mad at the PC's doing a mining operation near it's home. [U]The Long-con Pre-fight:[/U] The Korred uses [I]Commune with Nature[/I] to figure out absolutely everything it wants to know about it's potential targets. It can also gather allies should it be an option. A being that can grow gold (or whatever) out of it's head should be able to negotiate some form of payment for virtually any creature, especially the elemental or fey ones. Using Stone shape and meld into stone, the Korred creates a battlefield of it's heart's desire. preferably in a cave below the ambush sight, so that the Korred can pull the rug out from under the targets of it's ire. The Korred weaves several Hair-Ropes. (Note the stat block says it has at least one) I would recommend two, I guess, if you are at least trying to be fair. [U]Minutes before the fight:[/U] The Korred summons a Galeb Dur. The Galeb Dur sits on a shelf, and gets ready with two boulders nearby. Ideally the cave is shaped like a bowl for maximum rolling. And it will be because the Korred dictates it to be so. [U]The Ambush:[/U] The Korred pulls causes the floor below some of the PCs to fall by removing a keystone from an arch or something. Ideally, not all of the PC's fall down, as this is a divide and conquer tactic. The Galeb Dur Animates some Rocks. [U]Round One:[/U] Korred causes a second cave in, which puts a bunch of rocks between members of the party, and uses one of it's Hair steel cable things to tie up one of the less agile members of the party that is on the working side of the cave in. Then the Korred moves up to the top of a stone pillar with 3/4ths cover in the cave (one of several), thanks to the 8 hour duration of [I]Meld with Stone[/I]. The Galeb Dur and it's Rock buddies Roll into the PC who is tied up by the metal hair. (This is the most inadvertently 80's sentence I have said this century.) [U]Round Two:[/U] Korred Throws Rocks at the PC's, getting bonus damage for being on the ground, even if the ground is technically elevated. Uses another Bonus Action to get it's other rope of hair to hopefully tie up another member of the party. Galeb Dur and the Boulder Brothers roll over the PC's some more. [U]Subsequent Rounds:[/U] The Korred keeps using it's hair to tie up people, throws more rocks and ducks behind cover, melding to another stone-tower-pillar-snipers nest should it's current perch become uninhabitable. The Galeb Dur will roll around until it either dies or gets unsummoned due to the Korred getting shot in the head (which is not likely due to several factors). The Korred will then use [I]Otto's Irresistible Dance[/I] on a one of the PC's and continue throwing rocks down from sniper nests. [U]Endgame[/U] If things go incredibly sour for the Korred, it just burrows away. Otherwise, rocks fall, everyone dies. And that's a fight that features [I]only[/I] the Korred and it's abilities. [/QUOTE]
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