b'Gwishin, Mulgwishin \n'b'  Medium   undead  (spirit),  chaotic evil  \n'b'  Armor Class  12 (natural armor)  Hit Points  30 (4d8+12)  Speed  0 ft., swim 40 ft., fly 30 ft.\n'b' STATS STR: 14 (+2) DEX:  10 (+0)  CON:  16 (+3)  INT:  9 (-1)  WIS:  10 (+0)  CHA:  15 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +2  Saving Throws   Con  +5  Damage Resistances  acid, fire, thunder, bludgeoning, piercing, and slashing from non-magical weapons  Damage Immunities  cold, necrotic, poison  Damage Vulnerabilities  lightning  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  10  Languages  any languages it knew in life, spiritual lexicon  Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dimming Aura . The mulgwishin can as a bonus action emit a dimming aura. Bright light in a 30-foot-radius around it becomes dim light and dim light becomes darkness, and creatures that start their turn within 5 feet of the aura have their speed reduced by 10 feet until the end of their turn. Until this aura ends, the mulgwishin cannot use its incorporeal movement feature. This lasts until it is reduced to  0 hit points  or turns it off as a bonus action. \n'b'  Incorporeal Movement . The mulgwishin can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'  Spiritual Sight . The mulgwishin can see 60 feet into the Spiritual Plane when it is on the Material Plane, and vice versa. \n'b'  Innate Spellcasting . The mulgwishin\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 12). The gwishin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At-will :  ray of frost ,  thaumaturgy  \n'b'  3/day each :  fog cloud ,  command  (approach only) \n'b'\n'b' ACTIONS \n'b'\n'b'  Ray of Frost .  Ranged Spell Attack : +5 to hit, range 60 ft., one target.  Hit : 9 (2d8) cold damage and the target\xe2\x80\x99s speed is reduced by 10 feet until the start of its next turn. \n'b'  Drown .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 7 (2d4+2) piercing damage and the target is  grappled . If the target is in knee-deep or higher water, then it must succeed on a DC 13  Strength  saving throw or else fall  prone  and be submerged beneath the water\xe2\x80\x99s surface. \n'b'\n'b' ABOUT \n'b' Often the result of people who died by drowning, mulgwishins can be found around bodies of water such as ponds, lakes, rivers, or even nearby the ocean. They are constantly drenched in water, have long black hair, and wear white clothing, either a dress or pants and a shirt. The mulgwishin are especially well-known in Jeosung as they are connected to suicide and the souls of those who suffered terribly in their lifetime. There is both something terrifying and disarming about them.'