b'Dokkaebi \n'b'  Medium   fey ,  chaotic Neutral or Chaotic good  \n'b'  Armor Class  12 \n'b' Hit Points  78 (12d8 + 24) \n'b' Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  15 (+2)  CON:  14 (+2)  INT:  13 (+1)  WIS:  9 (\xe2\x80\x931)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +4 \n'b' Skills   Athletics  +5,  Stealth  +4 \n'b' Senses   darkvision  60 ft., passive  Perception  9 \n'b' Languages  Common, Elvish, Sylvan \n'b' Challenge  2 (450 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Invisibility Hat . The dokkaebi\xe2\x80\x99s 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\xe2\x80\x99s permission can use the dokkaebi\xe2\x80\x99s  Invisibility  action. If the hat is not returned to the dokkaebi when requested, the hat loses all magical properties. \n'b'  Wrestler . The dokkaebi has advantage on  Strength  ( Athletics ) checks made to grapple and on ability checks and saving throws made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dokkaebi makes three attacks with its club. \n'b'  Dokkaebi Bangmangi .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'  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\xe2\x80\x99t use this action if it doesn\xe2\x80\x99t have its hat. \n'b'\n'b' ABOUT \n'b' 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. \n'b' 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. \n'b'  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\xe2\x80\x94and winning\xe2\x80\x94may be the only way to get it to leave. \n'b'  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 \xe2\x80\x9cconjured by the dokkaebi.\xe2\x80\x9d This can cause problems if an angry owner goes searching for their missing property\xe2\x80\x94and worse if he finds it and accuses the new owner of theft.'