THE SHARED REFERENCE Adventurer

Monster

Dybbuk

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Fiend
Size
Medium
Armor class
14
Hit points
37 (5d8 + 15)
Speed
Walk 40 ft. (hover)
Challenge rating
4
Alignment
Chaotic Evil
Strength
6
Dexterity
19
Constitution
16
Intelligence
16
Wisdom
15
Charisma
14
Passive Perception
14
Skills
deception: +6; intimidation: +4; perception: +4
Senses
darkvision 120 ft.
Languages
Abyssal, Common, telepathy 120 ft.
Resistances
acid, cold, fire, lightning, thunder, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

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.

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 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.

Spellcasting

The dybbuk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):

At will: dimension door

3/day: phantasmal force

Quick preview