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DybbukCreature 15


Uncommon​Medium​Incorporeal​Spirit​Undead​Unholy​
Source Pathfinder Monster Core
Perception +27 (darkvision)
Languages Aklo, Chthonian, 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 (void healing)
Speed 0 feet (fly 50 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances All Damage 10

Telepathy 100 feet (aura, magical, mental)

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.

Frightful Presence (aura, emotion, fear, mental)

30 feet. 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.

Void Healing

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

Malevolent Possession Two Actions (incapacitation, mental, 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 spirit 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.


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: Rewrite Memory
6th Level: Dominate, Never Mind


The discorporated spirits called dybbuks arise from souls denied respite in the afterlife, often because they committed some great transgression in life. These spirits are said to cling to life through possessing victims to escape the punishment awaiting them in the afterlife. Only by trapping, cowing, or destroying such spirits can a mortal hope to drive them back.

Dybbuks, who are most often the spirits of men, hide within possessed victims. Their targets of possession are usually young women on the eve of their wedding nights, which can be seen as an omen of an ill-fitting match, particularly in arranged marriages. Male and nonbinary victims do exist as well, though in lesser quantities, and also often on the eve of a troubled marriage. No one knows for sure why dybbuks are drawn to such situations, though it may be because the transgressive soul of a dybbuk seeks to bring chaos to the most strictly regimented aspects of society.

A victim possessed by a dybbuk might be loud and crude, refuse to eat or drink, perform profane acts, or otherwise stir up trouble in the victim's household. The possessed victim has no memory of these events after their possession ends.

Certain classes of specially trained priests can expel dybbuks from their victims through exorcism. Typically, this uses a methodology combining smoke, the blowing of a horn from a ram, and the recitation of holy verses. Exorcisms are, however, extremely difficult and dangerous, and require great knowledge and skill on the part of the priest due to the power of these malevolent spirits.


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 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's 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, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.