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Dybbuk ~ CR 15

This grinning specter has mad eyes and blood-red hands that twitch and jerk like a puppeteer.

Environment: Any

Organization: 1


Proficiency Score: +16

Medium; Individual/Integrity; undead


Armor Class: 32 (+6 Dex, +16 Proficiency Score)

Hit Points: 170 (17d10)

Speed: Fly 60 feet

Initiative: +6 (advantage)


STRDEXCONINTWISCHA
20 (+5)15 (+2)18 (+4)18 (+4)

Saves: 

  • Fortitude +0, see Immunities
  • Reflex +5
  • Will +4

Skills: 

  • Acrobatics +21
  • Deception +20
  • Diplomacy +20
  • Insight +20
  • Intimidation +20
  • Perception +20
  • Stealth +21

Immunities:

  • Effects with the death or psychic tags, and all that lack the magical or supernatural tags
  • Ability damage, ability drain, disease, poison, and sleep
  • Enervated, Fatigued, Paralyzed, Persistent Damage, and Stunned conditions
  • Any effects that require a Fortitude save (unless it is applicable to objects)
  • Combat Maneuvers
  • Falling damage
  • Instant Death

Resistances:

  • 20 against effects with the magical or supernatural tags with the exception of those which also have the force tag
  • 50% chance of non-damaging effects with the magical or supernatural tags failing

Senses: Passive Perception 30, dark vision 60 feet

Languages: Abyssal, Celestial, Common


Blind Fighting. A Dybbuk ignore the penalties if an opponent has the Concealed or Sensed conditions. While Blinded, a Dybbuk considers terrain as it normally would.

Follow. Whenever an adjacent creature attempts to take a Step action to move away from the Dybbuk, the Dybbuk can spend a reaction to take a Step action to follow so that it ends its reaction next to the triggering creature.

Incorporeal. A Dybbuk ignores environmental penalties that applied to creatures required to breath or creatures with a physical body. It can pass through objects and physical terrain, while objects or terrain with the magical or supernatural tags are treated as difficult terrain. While within an object, a Dybbuk can see beyond the object normally and gains the Covered condition. The Dybbuk has a 50% chance of being detected with blindsight, and is undetectable to blindsense, scent, and temorsense.

Legendary Actions (1). A Dybbuk can use one extra action per round. This action can be spent at any point in the round directly after a creature’s turn ends and before another begins.

Quick Reflexes (7). Gain 6 extra reactions.

Spells. 

Spell Attack +20, Spell DC 30

At Will:

3 per 24 hours:

1 per 24 hours:

Undead Life. A Dybbuk reduces any damage inflicted because of its undead tag by 10.

Actions

Malevolence. As a Single Action once per round, a Dybbuk can merge itself with a creature or object. If it merges with a creature, it tries to take control of the target’s body as per the Possession spell with the following changes. To use this ability, the Dybbuk must be adjacent to the target before it merges. The target can resist the attack with a successful DC 30 Will save. A creature that successfully saves is Bolstered to that Dybbuk’s Malevolence. If it merges with an object, it possesses the item so long as it is a Large or smaller unattended object. In doing so it controls the object as if it were a living creature. The Dybbuk cannot speak or use its other passive abilities while possessing the object. This is a supernatural ability that has the necromancy, possession, and psychic tags.

Touch. Melee Strike +21/+16/+11 (reach 10 feet, unarmed) with 11d6+5 negative damage. Those immune to pain are immune to this damage.