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View Full Version : DM Help Please help me with dybbuk's corpse possession (Urgent, please)



Jon_Dahl
2018-05-05, 01:16 AM
I don't understand dybbuk's (Fiendish Codex I, pp. 36-37) corpse possession.

For instance, a dybbuk possesses a 12th-level human fighter's corpse. The corpse becomes a 12th-level fighter again, but it can only use dybbuk's INT, CHA and WIS based skills, and none of its own (pre-death) skills? The fighter gains dybbuks INT, CHA and WIS but keeps its own pre-death STR, DEX and CON? What will be its BAB and grapple modifier? Will it have its own pre-death HP? What sort of composition creature will it be, anyway? Please help me.

Here's an orc possessed by a dybbuk:


Dead orc, 1st-Level Warrior possessed by a dybbuk
Size/Type: Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4 (What to do with these??)
Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death touch
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will -2 (WHAT TO DO WITH THESE?)
Abilities: Str 17, Dex 11, Con 12, Int 16, Wis 15, Cha 23
Skills: Listen +1, Spot +1 Bluff +19, Concentration +18, Diplomacy +23, Disguise +19 (+21 acting), Forgery +16, Hide +13, Intimidate +8, Knowledge (local) +16, Listen +15, Search +16, Sense Motive +15, Spot +15, Tumble +18
Feats: Both, orc's feat and dybbuk's feats. Alertness, Ability Focus (death touch), Combat Reflexes, Dodge, Mobility
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 8½
Treasure: Standard
Alignment: Chaotic evil

Here's a normal orc from the MM:

Orc, 1st-Level Warrior
Size/Type: Medium Humanoid (Orc)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Environment: Temperate hills
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader
of 3rd-6th level), or band (30-100 plus 150% noncombatants plus
1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and
3 7th-level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +0

Please help!

Venger
2018-05-06, 10:37 PM
I don't understand dybbuk's (Fiendish Codex I, pp. 36-37) corpse possession.

For instance, a dybbuk possesses a 12th-level human fighter's corpse. The corpse becomes a 12th-level fighter again, but it can only use dybbuk's INT, CHA and WIS based skills, and none of its own (pre-death) skills? The fighter gains dybbuks INT, CHA and WIS but keeps its own pre-death STR, DEX and CON? What will be its BAB and grapple modifier? Will it have its own pre-death HP? What sort of composition creature will it be, anyway? Please help me.

You've got a few things wrong.

Corpse possession doesn't say anything about subbing in the dybbuk's mental stats, so you don't do that. You use the fighter's mental stats

The dybbuk can freely use the fighter's str, dex, and con-based skills.

The fighter's bab and grapple are the same as they were when it was alive. Like everything else not mentioned, you just treat the creature like it was alive, but it has no ex, su, or sp abilities.

What is a "composition creature" ?