Dybbuk
System: Pathfinder | SRD
Dybbuk
CR 15
NE
Undead (incorporeal)
Medium
Init +15
;
Senses darkvision 60 ft.; Perception +29
Defense
AC 28, touch 28, flat-footed 17 (+7 deflection, +11 Dex)
hp 207 (18d8+126)
Fort +13
Ref +17
Will +17
DR 10/good
Immune undead traits
SR 26
Offense
Speed fly 60 ft. (perfect)
Melee pain touch +25 touch (7d6)
Special Attacks malevolence
CMB +24
CMD 41
Statistics
Str -,
Dex 32,
Con -,
Int 15,
Wis 18,
Cha 25
Base Atk +13
Feats Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Lunge, Step Up, Weapon Focus (pain touch)
Skills Bluff +25, Diplomacy +25, Fly +19, Intimidate +28, Perception +29, Sense Motive +29, Stealth +32
Languages Abyssal, Celestial, Common
Special Abilities
Malevolence (Su) Once per round, a dybbuk can merge itself with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 18th), except that it does not require a receptacle. To use this ability, the dybbuk must be adjacent to the target. The target can resist the attack with a successful DC 26 Will save. A creature that successfully saves is immune to that same dybbuk's malevolence for 24 hours. The save DC is Charisma-based.
Pain Touch (Su) With a successful touch attack, a dybbuk causes painful spasms throughout the target's body, dealing 7d6 points of damage. Creatures that are immune to pain take no damage from this touch.
Possess Object (Su) A dybbuk can use its malevolence ability to possess a Large or smaller unattended object, animating it as if using animate objects, except the dybbuk merges with and controls the object as if it were a living creature. The dybbuk cannot speak or use its other special abilities while possessing the object.
This grinning spectre has mad eyes and blood-red hands that twitch and jerk like a puppeteer's.