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There is a Legacy version here.

PFS StandardDybbuk

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.

Recall Knowledge - Undead (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite DybbukCreature 16

Uncommon Medium Incorporeal Spirit Undead Unholy 
Source Monster Core pg. 136
Perception +29; darkvision
Languages Aklo, Chthonian, Common; telepathy 100 feet
Skills Acrobatics +30, Deception +33, Diplomacy +29, Intimidation +31, Stealth +30
Str -5, Dex +7, Con +0, Int +1, Wis +6, Cha +8
AC 37; Fort +23, Ref +30, Will +31
HP 195 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
Frightful Presence (aura, divine, emotion, fear, mental 30 feet, DC 35)
Speed fly 50 feet
Melee [one-action] ghostly hand +30 [+26/+22] (agile, finesse, magical, unholy), Damage 3d10+2+14 void plus 2d6 spiritOccult Innate Spells DC 38, attack +32 (+4 dmg); 6th dominate, never mind, telekinetic maneuver (at will); 5th chilling darkness (×2), fear; 4th rewrite memory; 3rd fear (at will); Cantrips (6th) telekinetic projectile
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 36) 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.

Sidebar - Additional Lore Cruel Puppet Masters

Dybbuks revel in tricking mortals and using their telekinetic abilities to sow fear in the hearts of those around them. They create chaos in the households of their victims using their innate magical abilities. Victims possessed by dybbuks are often controlled indefinitely, until the dybbuk becomes bored with them or until some brave soul finds a way to release the victim from their torment.