Odoksini 어둑시니
Small, Medium, Large, or Huge fey (shapechanger), chaotic evil
Armor Class 17 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 40 ft., climb 40 ft.
STR 16 (+3) · DEX 18 (+4) · CON 18 (+4) · INT 12 (+1) · WIS 15 (+2) · CHA 20 (+5)
Saving Throws Dex +8, Wis +6, Cha +9
Skills Intimidation +9, Perception +6, Stealth +8
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 16
Languages Common, Sylvan, telepathy 120 ft.
Challenge 12 (8,400 XP)
Traits
Amorphous Shadow. Odoksini can move through openings as narrow as 1 inch wide without squeezing and can occupy another creature’s space.
Incorporeal Movement. Odoksini can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Fear-Fed Growth. Odoksini keeps a pool of Growth Point. At the start of its turn it gains 1 Growth Point for each creature it can see within 60 feet that is frightened of it, and it loses 2 Growth Point for each creature within the same area that can see it but isn’t frightened of it.
Size & Reach. Its current size, reach, and bonus damage are shown below.
0–1 Growth Point—Small, 5-ft. reach, no bonus damage.
2–3 Growth Point—Medium, 5-ft. reach, +1d8 damage on melee weapon attacks.
4–5 Growth Point—Large, 10-ft. reach, +2d8 damage on melee weapon attacks.
6+ Growth Point—Huge, 15-ft. reach, +3d8 damage on melee weapon attacks.
Weakness of Inattention. If Odoksini ends its turn with 0 Growth Point, it instantly dissolves into harmless wisps of shadow and cannot reappear for 24 hours. While it has at least 1 Growth Point, it can’t be reduced below 1 hit point by damage that isn’t radiant.
Radiant Shrink. Whenever Odoksini takes radiant damage, it loses 1 Growth Point.
Fearsome Visage. A creature that starts its turn within 60 feet of Odoksini and can see it must succeed on a DC 17 Wisdom saving throw or be frightened of Odoksini until the start of its next turn. On a failure of 5 or more, the creature is frightened for 1 minute (repeat the save at the end of each of its turns, ending the effect on a success). A creature that succeeds on the save is immune to Fearsome Visage for 24 hours. A creature can avert its eyes at the start of its turn (as with a medusa); doing so grants it immunity to Fearsome Visage until the start of its next turn, but while its eyes are averted it treats Odoksini as invisible.
Shadow Regeneration. Odoksini regains 10 hit points at the start of its turn for every 2 Growth Point it currently has (minimum 10, maximum 30).
Actions
Multiattack (Medium or larger only). Odoksini makes two Shadow Claw attacks.
Shadow Claw. Melee Weapon Attack: +8 to hit, reach 5–15 ft. (see Fear-Fed Growth), one target. Hit: 14 (2d8 + 4) necrotic damage plus the bonus damage from Fear-Fed Growth.
Crushing Slam (Large or larger). Melee Weapon Attack: +8 to hit, reach 10–15 ft., one target. Hit: 22 (3d10 + 4) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Add the bonus damage from Fear-Fed Growth.
Obliterating Stomp (Huge Only; Recharge 5–6). Odoksini slams the ground in a 20-foot-radius circle centered on itself. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) force damage and being knocked prone on a failed save, or half as much damage on a successful one.
Reactions
Shrink from the Light. When Odoksini takes radiant damage, it can move up to half its speed without provoking opportunity attacks.
Legendary Actions
Odoksini 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. Odoksini regains spent legendary actions at the start of its turn.
Move. Odoksini moves up to its speed.
Shadow Claw. Odoksini makes one Shadow Claw attack.
Feed on Terror (Costs 2 Actions). Odoksini targets one frightened creature it can see within 60 feet. The target takes 9 (2d8) psychic damage, and Odoksini gains 1 Growth Point.
Averting One’s Gaze
A creature can use the same rules that apply to the medusa (Dungeon Master’s Guide, chapter 9) to avoid looking at Odoksini.
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Lore
A dangerous spirit that haunts forests, narrow paths, and mountains. It begins child-sized, but the longer
After months of poring over ancient scrolls and legends, you’ve finally discovered how to counter Odoksini. Meet with the elder of the nearby village where this evil lurks and teach the townsfolk exactly how to fight it.
The name Odoksini (어둑시니) is made of two elements: 어둑 (eoduk), meaning “dark” or “to be dark,” and 시니 (sini), which comes from the old word 신위 (sin-wi), “spirit” or “deity.” Put together, the name most directly means “spirit of darkness” or “dark deity.” Odoksini isn’t just an abstract force of night, though—it’s fear given form, appearing as a human-shaped figure standing in the pitch-black. In classical Korean literature the word was even used as a metaphor for total darkness itself.
From Korean Bestiary 5E, p. 84 · Fern Flower Press