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

Weapons: Simple

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.

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lunge from Feat

<p class="stat-block-1"> You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a &ndash;2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.</p>

Step Up from Feat

<p class="stat-block-1"> Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

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
Sources Used in This Record
16 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lunge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Step Up (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Thoughts (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Telekinesis (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dominate Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Feeblemind (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Inflict Serious Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Heroism, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Modify Memory (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Tongues (Spell)
    House/Core — covered by the site's Section 15.
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.