Possession & Spirits

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I am just trying to find an outsider to enter into a character and take over, but I am not seeing anything in the 3.5E SRD. What am I missing? How do you deal with characters getting possessed? Are there any monsters that really excel at this type of thing?
You'll be wanting the Fiendish Codex I: Hordes of the Abyss. It has all the rules for possession you'll need to know.  Basically any demon with a certain Charisma score can possess mortals, but you could swing it so devils and angels and whatnot could as well.  You can also look at ghosts, their malevolence ability allows them to possess beings on the Material Plane.
There's also an earlier Fiend of Possession prestige class in the back of the Fiend Folio which operates in a slightly different fashion but produces similar surface results.

The FC1 rules for possession are more complete and extensive, while the prestige class version has the advantage of not leaving the fiend's body vulnerable and is easier to add onto a PC fiend (should that happen to be your intent).

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This might not be exactly what you are seeking but I recently modified the lycanthrope curse to be possession based but spread by a bite. I had not thought of it in terms of outsiders, but essentially I had the curse spreading a demonic/devilish spirit, which would add the outsider designation. I am not sure if that designation would have modified anything in the game as I had not considered it but it was fun for most of the players. It helped with the background for the rage that afflicted lycanthropes experience and added flavor to the dreams I sent the characters. I also made the cure a ritual with several components and gave the possessor a will save against being cast out of the host. I think I may have overcomplicated the modifiers for the will saves but I liked the idea of using the character's choices as modifiers to the cure. Additionally, it let me adapt to the player's initial desire to retain the lycanthropy as a power boost and slowly have her lose control of her choices. For example, she was allowed to voluntarily switch between forms but had great difficulty returning to human form on her own. When she realized the power came with a cost, she wanted to be cured but the possessing demon was none too keen on letting go and had saturated her sufficiently that she failed to be cured during the first ritual.

Regardless of whether this route was good or bad, if you cannot find one that fits what you want, you can always make one or modify something you do have to suit your needs.
Eberron Campaign Setting, pages 100 to 103, include rules for any outsider to possess mortals or objects (basically, it retrofits that ability onto any fiend that you need). The rules are quite easy to follow and detailed, and it allows the possessing being to act in a variety of ways (if possessing a creature, they're dubbed rider, ally, controller, or enemy; if possessing an object, they're dubbed watcher, controller, corruptor, or enhancer). It even includes a slightly altered ruleset for more benevolent outsiders, dubbed "channelling".

Seems like the easiest way to do what you're looking to do.

(In the 3.5 SRD, though, the simplest thing to do is to look at the Ghost. Their possession ability (Malevolence) works like Magic Jar (just without the jar). Thus, any outsider capable of casting that spell can also handle a possession-style effect.

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Okay, working on a homebrew fiend yet to be named. It is a naturally incorporeal spirit. So, this is what I have for possession...

Possession(Su): Once per round, the fiend can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the fiend must be manifested and it must try move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + fiend’s Cha modifier). A creature that successfully saves is immune to that same fiend’s possession ability for 24 hours, and the fiend cannot enter the target’s space. If the save fails, the fiend vanishes into the target’s body. The fiend can assume complete control over the host or just observe what the victim does, periodically influencing it if needed. Only an exorcism or similar banishing spell can permanently remove the possessing fiend. The target of a possession can however make a Will check each day to suppress control by the possessing fiend. If the daily Will check is successful, the fiend is suppressed for a day and cannot control the victim, only dwell inside the victim’s mind. The fiend may still speak to the possessed victim while suppressed, but cannot control the victim or take any actions except to voluntarily leave the body of the host. A dominated creature may blackout when possessed, thus having no knowledge of what it has done while possessed, or it may be aware and simply unable to stop itself, whichever the possessing fiend prefers. The fiend can leave the host body voluntarily any time it wishes.

As an aside, I find it strange the lengths WOTC has gone to so they would not need to use the words "possession" and "exorcism". Is anyone actually disturbed by the use of possession in a game? Has anyone seen this go sideways in a game?
It was probably to avoid mentioning anything even remotely representative of any church.  Was it the 80's that there was a big smear campaign on DnD by religious bodies, saying it was a game of devil worshippers and satanists?
Is BADD still in operation? I thought that was over and done. Back to the rules, how does my writeup look to you?
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