Dybbuk

CreatureMTFp. 1322014

Medium fiend, chaotic evil

Armor Class
14
Hit Points
37 (5d8 + 15)
Speed
fly 40 ft. (hover), 0 ft., canHover true ft.
Challenge
4 (1,100 XP)
STR
6
-2
DEX
19
+4
CON
16
+3
INT
16
+3
WIS
15
+2
CHA
14
+2
Skills
Deception +6, Perception +4, Intimidation +4
Damage Resistances
acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained
Senses
darkvision 120 ft., passive Perception 14
Languages
Abyssal, Common, telepathy 120 ft.

Traits

Incorporeal Movement.

The dybbuk can move through other creatures and objects as if they were 3. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance.

The dybbuk has advantage on saving throws against spells and other magical effects.

Violate Corpse.

The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.

Actions

Tendril.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.

Possess Corpse .

The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.

While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.

The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.

Spellcasting

Innate Spellcasting.

The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

Raw data
{
  "ac": [
    14
  ],
  "cr": "4",
  "hp": {
    "average": 37,
    "formula": "5d8 + 15"
  },
  "cha": 14,
  "con": 16,
  "dex": 19,
  "int": 16,
  "str": 6,
  "wis": 15,
  "name": "Dybbuk",
  "page": 132,
  "size": [
    "M"
  ],
  "type": {
    "tags": [
      "demon"
    ],
    "type": "fiend"
  },
  "skill": {
    "deception": "+6",
    "perception": "+4",
    "intimidation": "+4"
  },
  "speed": {
    "fly": {
      "number": 40,
      "condition": "(hover)"
    },
    "walk": 0,
    "canHover": true
  },
  "trait": [
    {
      "name": "Incorporeal Movement",
      "entries": [
        "The dybbuk can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."
      ]
    },
    {
      "name": "Magic Resistance",
      "entries": [
        "The dybbuk has advantage on saving throws against spells and other magical effects."
      ]
    },
    {
      "name": "Violate Corpse",
      "entries": [
        "The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a {@dc 12} Wisdom saving throw or become {@condition frightened} for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Tendril",
      "entries": [
        "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 ({@dice 1d6}). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0."
      ]
    },
    {
      "name": "Possess Corpse {@recharge}",
      "entries": [
        "The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.",
        "While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, {@condition exhaustion}, and being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.",
        "The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse."
      ]
    }
  ],
  "immune": [
    "poison"
  ],
  "resist": [
    "acid",
    "cold",
    "fire",
    "lightning",
    "thunder",
    {
      "cond": true,
      "note": "from nonmagical attacks",
      "resist": [
        "bludgeoning",
        "piercing",
        "slashing"
      ]
    }
  ],
  "senses": [
    "darkvision 120 ft."
  ],
  "source": "MTF",
  "passive": 14,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "MW"
  ],
  "alignment": [
    "C",
    "E"
  ],
  "languages": [
    "Abyssal",
    "Common",
    "telepathy 120 ft."
  ],
  "senseTags": [
    "SD"
  ],
  "soundClip": {
    "path": "bestiary/dybbuk.opus",
    "type": "internal"
  },
  "traitTags": [
    "Incorporeal Movement",
    "Magic Resistance"
  ],
  "damageTags": [
    "N",
    "O"
  ],
  "environment": [
    "desert",
    "urban"
  ],
  "reprintedAs": [
    "Dybbuk|MPMM"
  ],
  "languageTags": [
    "AB",
    "C",
    "TP"
  ],
  "spellcasting": [
    {
      "name": "Innate Spellcasting",
      "type": "spellcasting",
      "will": [
        "{@spell dimension door}"
      ],
      "daily": {
        "3e": [
          "{@spell fear}",
          "{@spell phantasmal force}"
        ]
      },
      "ability": "cha",
      "headerEntries": [
        "The dybbuk's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:"
      ]
    }
  ],
  "hasFluffImages": true,
  "conditionImmune": [
    "charmed",
    "exhaustion",
    "frightened",
    "grappled",
    "paralyzed",
    "petrified",
    "poisoned",
    "prone",
    "restrained"
  ],
  "damageTagsSpell": [
    "O",
    "Y"
  ],
  "conditionInflict": [
    "frightened"
  ],
  "spellcastingTags": [
    "I"
  ],
  "savingThrowForced": [
    "wisdom"
  ],
  "conditionInflictSpell": [
    "frightened"
  ],
  "savingThrowForcedSpell": [
    "intelligence",
    "wisdom"
  ]
}