Dybbuk

Dybbuks are an incorporeal race of jellyfish-like demons that inhabit the Abyss.

Appearance
In their natural form they appear as translucent flying jellyfish with long trailing tentacles.

Abilities
The dybbuks featured in Campaign 2 were able to possess the corpses of Huge creatures, so they did not have exactly the same abilities as those drawn from the Monster Manual, 5th Ed., which are as follows:


 * Condition Immunities - charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
 * Magic Resistance - The dybbuk has advantage on saving throws from spells and other magical effects.
 * Possess Corpse (Recharge 6) - The dybbuk disappears into an intact corpse of a large Huge or smaller creature within 5 feet. The dybbuk assumes the creature's stat block with the creature type becoming undead until the corpse's hitpoints are reduced to 0 or the dybbuk chooses to leave the corpse using a bonus action, at which point it reappears within 5ft of the corpse.
 * Violate Corpse - Whilst possessing a corpse the dybbuk can use a bonus action to make it do something unnatural and/or horrifying. Any beast or humanoid who sees this behavior must pass DC 12 wisdom save or become frightened of the dybbuk for 1 minute, and a successful save makes the target immune to the effect for 24 hours.
 * Innate Spellcasting (Charisma-based):
 * Dimension door - at will
 * Fear - 3/day
 * Phantasmal force - 3/day
 * Senses:
 * Darkvision 120ft
 * Passive Perception 14
 * Attacks:
 * Tendril

Known Dybbuks
After Vence Nuthaleus placed an Abyssal anchor in the Braan, a stone giant fortress in the Penumbra Range, a couple of dybbuks passed through the rift from the Abyss and helped take over the fortress, possessing the recently deceased corpse of Soorna's brother Oombad and driving the surviving giants out of their home; the giants took over the Deepriver Mining Camp in the area as a defensible space. The Mighty Nein, who had been called in to remove the giants from the camp, helped the giants to remove the demons from their home and disable the anchor.