5e SRD >Creatures >

Allip

Medium undead, chaotic evil

Armor Class 11
Hit Points 33 (6d8 + 6)
Speed fly 30 ft.

STR DEX CON INT WIS CHA
6 (–2) 13 (+1) 13 (+1) 11 (+0) 11 (+0) 16 (+3)

Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Deep Speech
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Babble. The allip incoherently mutters to itself, creating a hypnotic effect. All creatures within 30 feet that aren’t incapacitated must succeed on a DC 11 Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
  • 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.
  • Madness. Anyone targeting an allip with a spell or effect that would make direct contact with its tortured mind must succeed on a DC 11 Wisdom saving throw or take 7 (2d6) psychic damage.

ACTIONS

  • Touch of Insanity. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) psychic damage.
Section 15: Copyright Notice
Adventures in Tehuatl, © 2020, Frog God Games; Authors Tom Knauss, Tim Hitchcock, and Rob Manning