Allip

An allip's only desire is revenge on those who supposedly pushed it over the edge to suicide. They swing wildly at any creature they detect, unaware that their incorporeal forms could cause no physical harm. They babble constantly in incoherent whines. This mad muttering can hypnotize any sane creatures within a 60-foot radius.

Basic Information

Anatomy

Allips are spectral variations of the person they once were, with nightmarish, warped features befitting of the madness that possesses them. Their lower portions trail away into a dark fog as they float.

Additional Information

Perception and Sensory Capabilities

An allip has the ability to drain sanity from any creature it touches, growing more powerful in the process.
An allip is as insane in death as in life; anyone detecting an allip's thoughts by magic or telepathy is driven to the same madness.
Statistics
Conservation Status
Data Deficient
Size(s)
Medium
Origin(s)
Death, suicide, supernatural
Type(s)
Undead
Sub Type(s)
@Ghost, incorporeal
Alignment
LG NG CG
LN N CN
LE NE CE
Challenge Rating(s)
Allip
5
General Information
Movement
Flying
Vision
Darkvision
Activity Cycle(s)
Nocturnal
Diet(s)
None
Average Lifespan
Immortal
Average Intelligence
Average
Language(s)
Any languages it knew in life
Favored Terrain(s)
Swamps, urban areas
Appearance
Distinction(s)
Constant, unintelligible babbling
History
Classification(s)
Ghost
Notable Placeholder
Anduril
Genetic Ancestor(s)
Geographic Distribution

MPMM, page 45. Also found in MTF, page 116.

Allip CR: 5 (1,800 XP)

Medium undead, neutral evil
Armor Class: 13
Hit Points: 40 ( 9d8 )
Speed: , can hover

STR

6 -2

DEX

17 +3

CON

10 +0

INT

17 +3

WIS

15 +2

CHA

16 +3

Saving Throws: Int +6, Wis +5
Skills: Perception +5, Stealth +6
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 15
Languages: the languages it knew in life
Challenge Rating: 5 (1,800 XP)

Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 ( 1d10 ) force damage if it ends its turn inside an object.   Unusual Nature. The allip doesn't require air, food, drink, or sleep.

Actions

Maddening Touch. Melee Spell Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 17 ( 4d6+3 ) psychic damage.   Howling Babble (Recharge 6 roll1d6 ). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 ( 2d8+3 ) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and Undead are immune to this effect.   Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 ( 2d8+3 ) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and Undead are immune to this effect.

Suggested Environments

Swamp, Urban

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