Allip

Medium undead, chaotic evil

Armor Class 12
Hit Points 45 (7d8+14)
Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 15 (+2) 11 (+0) 11 (+0) 16 (+3)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Deep Speech
Challenge 3 (700 XP)

SPECIAL TRAITS

  • 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.

ACTIONS

  • Multiattack. The allip attacks once with its touch of madness, and then uses babble. Touch of Madness. Melee Weapon Attack: +5 to hit, 5 ft. reach, one target. Hit: 17 (4d6 + 3) psychic damage. The allip regains hit points equal to that amount of psychic damage taken by the target. If the psychic damage reduces the target to 0 hit points, the target is stable but paralyzed for 1 hour, and suffers the effects of long-term madness.
  • Babble. The allip mutters to itself, creating a hypnotic effect. Creatures within 60 feet that can hear the allip, other than other allips, must succeed on a DC 13 Wisdom saving throw. On a failed saving throw, a creature is charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the allip’s babble for the next 24 hours.

REACTIONS

  • Madness. When a creature targets the allip with a thought detection, makes telepathic contact, or tries to make the allip charmed, the allip inflicts 5 (1d10) psychic damage on the creature.

ABOUT

Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. These unfortunates, known as allips, suffer from the violent and incurable insanity they faced in life and take out their terror, confusion, and rage upon the living. They reach out to those they encounter-possibly in wrath, but also perhaps oblivious to their own insane nature-spreading the psychoses that led to their own untimely deaths.

Spirit of Madness. Allips often seek to harm those who played a part in causing their mad, unholy condition. When faced with such foes, an allip ignores all other targets that confront it in favor of its hated enemies, attacking them until its tormentors have been forced into a vacant stupor. Alas, such vengeance does not put the allip to rest, but simply serves to further fuel its madness as it finds itself trapped in a world now no longer even holding the satisfaction of vengeance.

Section 15: Copyright Notice

Aegis of Empires Adventure Path © 2021, Legendary Games; Authors: Greg A. Vaughan, Matt Goodall, Steve Helt, Tom Knauss, Anthony Pryor, Alistair J. Rigg, and Jeffrey Swank; based on original material by Greg A. Vaughan.

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