Allip

Medium undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 48 (8d8 + 16)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 14 (+2) 11 (+0) 11 (+0) 18 (+4)

Saving Throws Dex +4, Wis +3
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks.
Senses passive Perception 13
Languages
Challenge 6 (2,300)

Special Traits

  • Incorporeal Movement. The allip can move through other creatures and object as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Madness. If the allip is targeted by a mind control or telepathic ability, the caster takes 15 (3d10) psychic damage and must make a DC 16 Wisdom saving throw losing 1d4 Wisdom points on a failure. A creature dropped to a Wisdom score of 0 dies and raises as an Allip 10 minutes later.
  • Sunlight Sensitivity. While in sunlight, the allip has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage and 10 (3d6) necrotic damage.
  • Babble (Recharge 6). All creatures within 20 ft. of the Allip that aren’t deafened must make a DC 16 Wisdom saving throw taking 20 (3d10 + 4) psychic damage and 1d4 Wisdom drain on a failed save or half damage and no Wisdom drain on a success. Any creature who makes their save is immune to the allip’s babble for 24 hours. A creature dropped to a Wisdom score of 0 dies and raises as an allip 10 minutes later.
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Knights of the Shadow Realm, Copyright 2020, David Barrentine

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