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Dybbuk

Medium fiend (demon), Chaotic Evil

Armor Class 14

Hit Points 37 (5d8 + 15)

Speed 40 ft.

STR 6 (-2)
DEX 19 (+4)
CON 16 (+3)
INT 16 (+3)
WIS 15 (+2)
CHA 14 (+2)

Skills Deception +6, Intimidation +4, Perception +4

Damage Resistances acid, cold, fire, lightning, thunder, [object Object]

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.

Challenge 4

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.

Actions

Tentacle. 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 its hit point maximum is reduced to 0.

Possess Corpse (Recharge 5–6). The dybbuk disappears into an intact corpse within 5 feet of it that belonged to a Large or smaller Beast or Humanoid. The dybbuk gains 20 temporary hit points. While possessing the corpse, the dybbuk adopts the corpse's size and can't use Incorporeal Movement. Its game statistics otherwise remain the same. The possession lasts until the temporary hit points are lost or the dybbuk ends it as a bonus action. When the possession ends, the dybbuk appears in an unoccupied space within 5 feet of the corpse.

Bonus Actions

Control Corpse. While Possess Corpse is active, the dybbuk makes the corpse 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 of the dybbuk 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 Control Corpse for 24 hours.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 113