curling talons, and long, serrated tails that can fiense
the flesh from a victim,
a nd they use them all to carve
through their foes
. When they a re up against tough
formations, they
can call on their innate magic to loose
bolts of lightning
and blow holes in the enemy ranks.
BULEZAU
Diseased manifestations
of animalistic rage, bulezausembody the viole
nce of nature. Across the Abyss,b ulezaus lurk
in deep canyons and lofty crags, and manyfind a place
in the ranks of the demon lords' armies,serving as foot soldiers in the Abyss's
endless warring.
Bloodlus t. Bulezaus crave viole nce.
Their eagernessto kill
and willingness to die make them common mem-bers
of a ny demon lord's e ntourage. When not beingcorralled by larger and tougher demons, bulezaus gatherinto scrabbling mobs, wrestling
and fighting amongthemselves until a better
target comes a long or until astronger demon bullies
them into subservience.R epulsive. Disfiguring ailments plague bulezaus:cr usted eyes, maggots wriggling in open sores, and
areek of rotten meat
that follows them wherever they go.DYBBUK
Medium fiend (demon), chaotic evilArmor Class 14
Hit Points 37 (5d8 + 15)Speed 0 ft., 40
ft. (hover)STR6 (-2)DEX19 (+4)CON16 (+3)INT16 (+3).·
WIS15 (+2)Skills Deception +6, Intimidation +4, Perception +4
CHA14 (+2)Damage Resistances acid, cold, fire , lightning, thunder;bludgeoning, piercing, and slashing from nonmagical
attacksDamage Immunities
poisonCondition
Immunities charmed, exhaustion, frightened,grappled,
paralyzed, petrified, poisoned, prone, restrainedSenses darkvision 120 ft., passive Perception 14Languages Abyssal, Common, telepathy 120 ft.Challenge 4 (1, 100 XP)Incorporeal Movement. T he dybbuk can move through
o t hercreatures and
objects as if they were difficult terrain. It takes 5
(ldlO) force
damage ifit ends its turn inside an object.Innate Spellcastin g. The
dybbuk's innate spellcasting ability isCharisma (spell save DC 12). It can innately cast t he followingspells, requiring no material components:At will: dimension door
3/day each: fear, phantasmal
forceMagic Resistance. The dybbuk has
advantage on saving throwsagainst spells and other magical
effects.Violate Corpse. The dybbuk can use a bonus
action while it ispossessing
a corpse to make it do something unnatural, suchas vomit blood, twist its head all th
e way around, or cause aCllAPTER. G I BESTIARY
DYBBUK
Dybbuks terrorize mortals on
the Material Plane by.possessing corpses and giving them a semblance of hfe,after which the demons use them to engage in a range ofsordid activities.Puppe t Masters. In thei r natural form, dybbuks ap-pear as translucent flying jellyfish, trailing long tendrilsas they move through the
air. They rarely travel in thisfash ion, however. Instead,
a dybbuk possesses the firstsuitable corpse it finds
, rousing the body from death soit can then indulge
its hideous vices.Dark Masqu
erad e. By plundering a corpse's mem-ories and accessing its capabilities, a dybbuk
can im-personate the creature as it was in life. But
the truth ofthe matte r quickly
becomes apparent to those aroundit, because
a dybbuk can't resist pursuing its vices witha maniacal
single-mindedness that betrays its true na-ture. Dybbuks delight in terrorizing
other creatures bymaking their host bodies behave
in horrifying ways-th rowing up gouts of blood, exc
reting piles of squirmingmaggots, and contorting their limbs in impossible waysas they scuttle across the ground.quadruped to move as a biped. Any beast or humanoid thatsees this behavior must s ucceed on a DC 12 Wisdom sav
ingthrow or become
frightened of th e dybbuk for 1 minute. Thefrightened creature can repeat the s aving throw
at the end ofeach of
its turns, ending the effect on it self on a success. Acreature that succeeds on a saving throw
against this ability isimmune to Violate Corpse for 24 hours.ACTIONTendril. Melee Weapon Attack:
+6 to hi t , reach 5 ft., one target.Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, itshit point maximum is also reduced by 3 (ld6). This reductionlasts until the targe
t finishes a short or long rest. The targetdies if this effect reduces its hi t point maximum to
0.Possess Corpse (Recharge 6). The dybbuk disappears into anintact corpse it can see within 5 feet of it. The corpse mustbe 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 anumber of tempo
rary hit points equal to the corpse's hit pointmaximum in life.While
possessing the corpse, t he dybbuk retains its hitpoints, alignment, Intelligence, Wisdom,
Charisma, telepathy,and immunity to poison damage,
exhaustion, and beingcharmed and frightened. It otherwise uses the possessedtarget's game statistics,
gain ing access to its knowledge andproficiencies 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 thedybbuk ends its possession using a bonus
action. When thepossession ends, the dybbuk reappears
in an unoccupied spacewithin 5 feet of the corpse.