Monster
Allip
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 13
- Hit points
- 40 (9d8)
- Speed
- Fly 40 ft. (hover)
- Challenge rating
- 5
- Alignment
- Lawful Evil
- Strength
- 6
- Dexterity
- 17
- Constitution
- 10
- Intelligence
- 17
- Wisdom
- 15
- Charisma
- 16
- Passive Perception
- 15
- Saving Throws
- int: +6; wis: +5
- Skills
- perception: +5; stealth: +6
- Senses
- darkvision 60 ft.
- Languages
- the languages it knew in life
- Resistances
- acid, fire, lightning, thunder, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- cold, necrotic, poison
- Condition Immunities
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Traits
Incorporeal Movement
The allip can move through other creatures and objects as if they were 3. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Maddening Touch
Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
Whispers of Madness
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 7 (1d8 + 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.
Howling Babble (Recharge 6)
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.