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    Mokgwang 목광

    Huge monstrosity (spirit), chaotic neutral

    Armor Class 17 (natural armor)

    Hit Points 195 (17d12 + 85)

    Speed 40 ft., climb 40 ft., swim 30 ft.

    STR 24 (+7) · DEX 14 (+2) · CON 20 (+5) · INT 8 (−1) · WIS 16 (+3) · CHA 12 (+1)

    Saving Throws Str +12, Con +9, Wis +7

    Skills Athletics +12, Perception +7, Stealth +6, Survival +7

    Damage Vulnerabilities fire

    Damage Resistances lightning; bludgeoning, piercing, and slashing from non-magical attacks

    Condition Immunities frightened, prone

    Senses darkvision 60 ft., passive Perception 17

    Languages understands Common and Sylvan but can’t speak

    Challenge 12 (8,400 XP)

    Traits

    Amphibious Strider. Mokgwang ignores natural difficult terrain composed of rock, trees, or running water, and it can breathe both air and water.

    Glowing Eyes. Dim light shines from Mokgwang’s eyes in a 30-foot radius. While this light is present, Mokgwang has advantage on Wisdom (Perception) checks.

    Noise Aversion. If three or more creatures within 60 feet spend their actions ringing bells, striking gongs, or producing similar sharp, rhythmic noise, Mokgwang has disadvantage on attack rolls and on saving throws against being blinded until the end of its next turn.

    Storm-Bound. Mokgwang can’t move farther than 1 mile from the waterfall or mountaintop that is its lair. If it is forced beyond that distance, it takes 22 (4d10) psychic damage at the end of each of its turns until it returns.

    Legendary Resistance (2/Day). If Mokgwang fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. Mokgwang makes two Slam attacks.

    Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 7) bludgeoning damage.

    Eye-Flash (Recharge 5–6). Mokgwang’s eyes erupt in blinding radiance. Each creature of its choice within 60 feet that can see Mokgwang must succeed on a DC 17 Constitution saving throw or take 22 (5d8) radiant damage and be blinded until the end of Mokgwang’s next turn. On a successful save, a creature takes half damage and isn’t blinded.

    Rending Torrent (Recharge 6). Mokgwang beats its chest and conjures a localized storm. Rain, roaring wind, and razor-sharp hail fill a 30-foot-radius, 40-foot-high cylinder centered on a point it can see within 120 feet. Creatures in the area when it appears, or that enter it for the first time on a turn, must make a DC 17 Dexterity saving throw, taking 35 (10d6) cold and bludgeoning damage on a failed save, or half as much on a success. The storm lasts until the end of Mokgwang’s next turn and turns the area into difficult terrain.

    Bonus Actions

    Waterfall Leap. Mokgwang jumps up to 40 feet horizontally or 20 feet vertically without provoking opportunity attacks. If it lands within 5 feet of a creature, that creature must succeed on a DC 18 Strength saving throw or be knocked prone.

    Reactions

    Grasping Counter. When a creature Mokgwang can see hits it with a melee attack, Mokgwang makes one Slam attack against that creature.

    Legendary Actions

    Mokgwang can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Mokgwang regains spent legendary actions at the start of its turn.

    Move. Mokgwang moves up to half its speed.

    Slam. Mokgwang makes one Slam attack.

    Eye-Spark (Costs 2 Actions). Mokgwang targets one creature it can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.

    Lair Actions

    On initiative count 20 (losing initiative ties), Mokgwang can use one of the following lair actions; it can’t use the same action two rounds in a row.

    Roaring Cascade. Water surges through a 20-foot-wide, 40-foot-long line originating from a cliff face or waterfall surface. Creatures in the line must make a DC 17 Strength saving throw or be pushed 30 feet and knocked prone.

    Clamoring Heights. Stones and branches rain down in a 15-foot-radius sphere Mokgwang can see within 60 feet. Creatures in the area take 10 (3d6) bludgeoning damage, or half on a successful DC 17 Dexterity saving throw.

    Mist Veil. Thick mist fills a 40-foot-radius area centered on Mokgwang. The area becomes heavily obscured for all but Mokgwang until the next initiative count 20.

    Lore

    A pond- and waterfall-dwelling creature resembling a monkey. Wields magic that can summon storms

    Mokgwang (목광) is not a typical yokai or ghost but an older, more primal nature spirit. In the mythic hierarchy it embodies both water and mountain elements—a rare archetype that blends traits of water deities and mountain spirits. Its power is bound to the place it inhabits: dangerous to intruders on its territory yet largely harmless beyond it.

    The word Mokgwang (목광) has two syllables, each with layered meanings. Mok (목) can mean “eye” or “tree.” “Eye” fits the creature’s glowing-eye motif, while “tree” hints at its tie to forests and mountains. Gwang (광) means “light” or “radiance.”

    From Korean Bestiary 5E, p. 80 · Fern Flower Press