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DybbukCreature 15


UncommonNEMediumIncorporealSpiritUndead
Source Pathfinder Bestiary 3
Perception +27 (darkvision)
Languages Abyssal, Aklo, Common, Telepathy 100 Feet
Skills Acrobatics +28, Deception +31, Diplomacy +27, Intimidation +29, Stealth +28
Str -5, Dex +7, Con +0, Int +1, Wis +6, Cha +8

AC 35; Fort +21; Reflex +28; Will +29;
HP 175 (negative healing)
Speed 0 feet (fly 50 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Pain Touch One Action +28 (+24, +20) to hit (agile, evil, finesse, magical) 3d10+14 Negative + 2d6 Evil

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Frightful Presence (aura, emotion, fear, mental)

30 feet Aura DC 33 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Inhabit Object One Action (necromancy, occult, possession)

The dybbuk possesses a Large or smaller unattended object within 20 feet, making it an animated object. This animated object's level can be no higher than the dybbuk's level -2.

This possession ends when the object is destroyed or the dybbuk leaves it by using this ability again. At this point, the dybbuk reappears in the object's square and can't Inhabit an Object again for 1d4 rounds. If the object is destroyed, the dybbuk takes 5d6 force damage.

Malevolent Possession Two Actions (incapacitation, mental, necromancy, occult, possession)

The dybbuk attempts to possess an adjacent corporeal creature.

This has the same effect as the Possession spell (DC 34 will) with an unlimited duration, except since the dybbuk doesn't have a physical body, they aren't Unconscious, and aren't Paralyzed when the effect ends, though they take 5d6 force damage if the body is knocked unconscious or killed.

If the dybbuk took control of the target with Malevolent Possession, when the dybbuk departs, the target has only incoherent memories of the interval it was possessed. If a creature dies while possessed by the dybbuk and its corpse remains intact, the dybbuk can immediately inhabit the corpse (see Inhabit Object) as a reaction, in which case the corpse becomes an animated object.


Occult Innate Spells (DC 36, +30 to hit)

Cantrips (8th Level): Telekinetic Projectile
1st Level: Fear, Fear (At Will)
2nd Level: Telekinetic Maneuver (At Will)
3rd Level: Chilling Darkness
4th Level: Modify Memory
6th Level: Dominate, Feeblemind


The discorporated spirits called dybbuks arise from souls denied respite in the afterlife, often because they committed some great transgression in life. A priest can appease dybbuks by helping them achieve some esoteric mission, though these tricksters are prone to deceiving anyone who offers them aid. Only by trapping, cowing, or destroying such spirits can a mortal hope to drive them back. Dybbuks hide within household objects or possessed victims. They particularly enjoy taking over the body of someone their target loves and then slowly destroying the lives of both.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.