Random Encounter #1
Small fey, chaotic neutral
- Armor Class: 16
- Hit Points: 33 (6d6 + 12)
- Speed: 30ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 11 (0) 16 (+3) 9 (-1)
- Condition Immunities: None
- Senses: Darkvision 120 ft., Tremorsense 120 ft.
- Languages: Korred, Sylvan, Druidic (10%)
- Challenge: CR 6 (2300 XP)
- Skills: Athletics +7, Perception +5, Stealth +5
- Treasure: Wooden flute, Club, Shears, 25gp
Command Hair: The Korred has a 50ft beard of woven hair coming from its chin. As a bonus action, the Korred commands its beard to move up to 30' and entangle a Large or smaller creature that the Korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the hair (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.
Innate Spellcasting: The Korred’s innate spellcasting ability is Wisdom (save DC 14). It can innately cast the following spells, requiring no components:
At will: commune with nature, stone shape, meld into stone, and transmute rock.
Dancing Defense: Those that interrupt the Korred's dance must make a DC 14 Wisdom saving throw or dance until they are dead, unconscious, restrained or the Korred flees. They take 1d4 temporary damage per round while dancing.
Multiattack: The Korred throws two rocks at once.
Club: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
Rock: Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Laugh. Ranged Spell Effect: 3/day, range 60ft. All targets within range must roll their Charisma or higher on a d20 or be stunned for 1d4 rounds. A bard's song can nullify this effect and neutralize any future laughter.
This encounter can take place in any sort of forest, while the players are sleeping during the night or walking down a trail. Set up the encounter with the following text:
It is at this point that you should begin playing wooden flute music from your computer or handheld device. Make sure it is solo and very repetitive and keep it playing while you narrate the creature getting in each character's face. The first player to engage with the Korred will run afoul of its Dancing Defense.
If none of your players bite at the provocation, have the Korred follow them for a while. Reward your players with 1/4 XP if they guess that the best thing to do is leave the creature be.
The Korred is happy to use its Dancing Defense to ensnare the party in a deadly conga line as long as it hasn't been hurt.
Once damaged by a character it will use Command Hair to try to ensnare the aggressor so they cannot do more damage, continuing to dance and play. If that does not work and it is hit again, it will stop playing and employ its Laugh attack.
Less than 10 HP
If brought down to less than 10 HP it will try to bargain with the players, if they can speak the same language. If not, it will cast Meld into Stone or Transmute Rock to Mud to try to escape. If it can escape and find a perch looking down on the players, it will throw rocks from above until threatened again.
All players unconscious
If all of the players succumb to the dance of the Korred, they will eventually fall unconscious. They may wake up with money stolen, encased in stone, shaved heads, or some other suitably embarrassing situation. Feel free to have a Druid or a party of Elvish scouts find them at their lowest point.