Library / Bestiary

Dybbuk

CR 15.00 Undead NE Medium
This grinning spectre has mad eyes and blood-red hands that twitch and jerk like a puppeteer's.

A dybbuk is a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide. Like a ghost, it lingers on in the mortal world, either trying to fulfill an insane need to right some great failure that has marked its soul for eternity or merely to spread the torment it is condemned to face for eternity. Bodiless and left to wander, dybbuks grow increasingly bitter and resentful over the loss of their bodies and endlessly seek mortal or even inanimate forms to steal and use to sow suffering. Vile manipulators, they seek bodies that have the greatest potential to cause pain in those closest to their victims, taking pleasure in shifting a leader's agenda toward the destruction of her followers or torturing an innocent from within. Dybbuks also often animate unliving things to spread fear, reveling in the chaos resulting from manipulating corpses to confuse and terrify. Most also realize they have all of eternity to torment their chosen victims, and might lurk quietly near a living target for weeks or months, waiting for the right moment to act and begin their terrors anew.

STR
-
DEX
32
CON
-
INT
15
WIS
18
CHA
25
HP
207 (18d8+126)
AC
28, touch 28, flat-footed 17 (+7 deflection, +11 Dex)
Speed
fly 60 ft. (perfect)
Init
+15
Melee
pain touch +25 touch (7d6)
BAB
+13
CMB
+24
CMD
41
Fort
+13
Ref
+17
Will
+17
DR
10/good
SR
26
Defensive Abilities
incorporeal, channel resistance +4

Malevolence — Once per round, a dybbuk can merge itself with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 18th), except that it does not require a receptacle. To use this ability, the dybbuk must be adjacent to the target. The target can resist the attack with a successful DC 26 Will save. A creature that successfully saves is immune to that same dybbuk's malevolence for 24 hours. The save DC is Charisma-based.

Bluff +25, Diplomacy +25, Fly +19, Intimidate +28, Perception +29, Sense Motive +29, Stealth +32

spell-like abilities:
At will—Detect Thoughts, At will—Telekinesis, 3/day—Dominate Monster, 3/day—Feeblemind, 3/day—Inflict Serious Wounds, 1/day—Heroism, Greater, 1/day—Modify Memory, 1/day—Tongues
Details
Type
Undead
Alignment
NE
Size
Medium
Environment
any
Organization
solitary
Treasure
none
Senses
darkvision 60 ft.; Perception +29
Languages
Abyssal, Celestial, Common
Source
Bestiary 3
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.