Shade
Monster Junkie
Sounds right to me. To simplify the possession, do you want to rip from ghost's malevolence or go look up whatever loumarae do?
Loumara reference the Demonic Possession rules in FC1, which aren't OGL. So the ghost route may be the way to go, with a sidebar mentioning they can be treated as loumara (and thus use those rules) if used with FC1. Thoughts?
From flipping through FC1, I noticed that the dybbuk (1 of only 2 loumara) don't really use the full possession rules. They just take over a corpse. So, to simulate the possession rules, let's steal from malevolence for the spirit-ghoul to become a "rider" and grant the victim a second save to resist transformation (successful save means immune to transformation for 24 hours). So we'd essentially be writing a statblock for the incorporeal fiend and a small template for the transformed victim.
How's that work?
Here's malevolence...
Malevolence (Su): Once per round, an ethereal ghost 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 ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.