Dokkaebi

Medium fey, chaotic Neutral or Chaotic good

Armor Class 12
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 13 (+1) 9 (–1) 12 (+1)

Saving Throws Dex +4
Skills Athletics +5, Stealth +4
Senses darkvision 60 ft., passive Perception 9
Languages Common, Elvish, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Invisibility Hat. The dokkaebi’s hat allows it to turn invisible. This item works for another creature only if the dokkaebi formally allows that creature to borrow the hat. A creature wearing the hat with the dokkaebi’s permission can use the dokkaebi’s Invisibility action. If the hat is not returned to the dokkaebi when requested, the hat loses all magical properties.
  • Wrestler. The dokkaebi has advantage on Strength (Athletics) checks made to grapple and on ability checks and saving throws made to escape a grapple.

ACTIONS

  • Multiattack. The dokkaebi makes three attacks with its club.
  • Dokkaebi Bangmangi. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  • Invisibility. The dokkaebi magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the dokkaebi wears or carries is invisible with it. It can’t use this action if it doesn’t have its hat.

ABOUT

This humanoid creature has large eyes, a wide nose, and a mouth full of sharp teeth and curving tusks. Its green skin is hirsute, and its fingers and toes are tipped with claws rather than nails. It wears well-tailored clothes and a tall hat.

Dokkaebi are gregarious, fun-loving fey with a sense of natural justice. They abhor bullies and cruelty, and they take it upon themselves to be arbiters of justice. However, while the dokkaebi think they are extremely clever, among mortals they are often foolish and reactionary. They frequently misread a situation and can be fooled by a clever ruse.

Competitive. Dokkaebi love contests of any type. They prefer wrestling, but they can be easily convinced into another sport, competition, or game of chance. With a troublesome dokkaebi that has grown fond of an area, challenging it to a contest—and winning—may be the only way to get it to leave.

Magic Wands. While dokkaebi cannot change reality to grant wishes like powerful djinni, they can use their magical clubs to fulfill requests for physical things, such as food, money, or other objects. These items are not created but summoned from somewhere nearby. In an area where dokkaebi are common, items that are lost or go missing are said to have been “conjured by the dokkaebi.” This can cause problems if an angry owner goes searching for their missing property—and worse if he finds it and accuses the new owner of theft.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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