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    Wegakkwi 외각귀

    Medium fey, chaotic evil

    Armor Class 15 (natural armor)

    Hit Points 136 (16d8 + 64)

    Speed 20 ft., hop 60 ft. (see Wind-Leaping), climb 20 ft.

    STR 14 (+2) · DEX 19 (+4) · CON 18 (+4) · INT 11 (+0) · WIS 15 (+2) · CHA 17 (+3)

    Saving Throws Dex +8, Wis +6, Cha +7

    Skills Acrobatics +8, Perception +6, Stealth +8

    Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

    Damage Immunities poison

    Condition Immunities exhaustion, poisoned

    Senses darkvision 120 ft., passive Perception 16

    Languages Common, Sylvan

    Challenge 8 (3,900 XP)

    Traits

    Wind-Leaping. Wegakkwi always counts as having a running start for jumps. Its long jump is up to 60 feet and its high jump is up to 30 feet, with or without a starting run. These jumps ignore difficult terrain and do not provoke opportunity attacks.

    Cloak of Straw and Rain. While Wegakkwi is in dim light, darkness, heavy rain, or fog, attack rolls against it are made with disadvantage, and it has advantage on Dexterity (Stealth) checks. Magical light (such as daylight or dawn) suppresses this trait for 1 round after Wegakkwi enters the area of bright light.

    Aversion to Stares. A creature can use its action to fix its gaze on Wegakkwi (no check required). Until the start of that creature’s next turn, Wegakkwi’s speed is halved and it has disadvantage on attack rolls against the gazing creature. If two or more creatures simultaneously fix their gaze on Wegakkwi, it has disadvantage on all attack rolls, and its Wind-Leaping speed is reduced to 20 ft. Creatures that avert their eyes are not considered to be gazing.

    Fishy Stench. Any beast with a keen sense of smell automatically detects Wegakkwi within 60 feet and is frightened while it remains within that distance. In addition, creatures that rely on smell have disadvantage on attack rolls against Wegakkwi.

    Actions

    Multiattack. Wegakkwi makes two attacks: one Sickening Strike and one Bounding Kick if it hopped at least 20 feet straight toward the target this turn.

    Sickening Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. If the target is already poisoned, it instead contracts Wegakkwi Sickness (see below).

    Bounding Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (3d8 + 4) bludgeoning damage, and the target must make a DC 16 Strength saving throw or be knocked prone.

    Wegakkwi Sickness. A creature infected by the sickness has disadvantage on attack rolls and ability checks and can’t regain hit points. At the end of each of the creature’s turns it can repeat the Constitution saving throw, ending the effect on a success. Lesser restoration or similar magic also ends the sickness.

    Bonus Actions

    Fade Into Rain. Wegakkwi takes the Hide action if it is in dim light, darkness, fog, or heavy rain.

    Reactions

    Left-Side Throw. When Wegakkwi is grappled by a creature within 5 ft., that creature can attempt to hurl Wegakkwi onto its left side by making another contested Strength (Athletics) check as a reaction. On a success, Wegakkwi is knocked prone and must succeed on a DC 16 Charisma saving throw or be instantly banished back to the spirit realm, disappearing with a splash of rain and a puff of straw. If it succeeds on the save, it remains prone.

    Lore

    A one-legged ghost in a traditional straw satgat hat and straw cloak. Wherever it appears, people begin to

    Wegakkwi (외각귀), better known as the One-Legged Demon, is a sinister spirit with a bizarre body and equally strange habits. It shows up mostly on gray, rainy days, and any visit to a human home is a bad omen—someone inside is about to fall ill. The creature never walks: it covers the ground in lightning-fast bounds, swift enough to ride the wind.

    You’ll almost always see Wegakkwi dressed in the everyday rain gear of common Joseon-era travelers—a huge straw hat and a straw cloak. That outfit isn’t random. Straw clothing was cheap, practical, and offered protection from rain, wind, and sun, so it ties the spirit to the raw forces of nature and to rural folk culture; it’s decidedly from the lower rungs of society, not the aristocracy.

    From Korean Bestiary 5E, p. 98 · Fern Flower Press