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Allip

Allip, ghost, halloween, silhouette-2770061.jpg

This malignant cloud of shadows boils in the air, its skeletal maw eerily babbling as the creature’s claws manifest from the darkness.

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.

In combat, allips relentlessly attack the nearest living creature, relying on their babble to let them close in before attacking with their touch of insanity. Many seem to be driven to states of ferocity upon witnessing the terror living creatures exhibit when facing their spectral forms, or when faced with the intangibility of their incorporeal states. While allips have no way to kill creatures, those knocked unconscious by an allip’s Wisdom-draining touch often emerge from the state suffering from insanity—a fate that many would say qualifies as worse than death.

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.

Characters with ranks in Knowledge (Religion) can learn more about an allip. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.


Kain’s 5e Monstrous Manual – Page 19 – Dicefreaks (tapatalk.com)

Allip
Medium undead, neutral evil
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Armor Class 13
Hit Points 38 (7d8 + 7)
Speed fly 40 ft. (hover)
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STR 1 (-5) DEX 16 (+3) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 15 (+2)
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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, Unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages Understands any from life, cannot speak
Treasure –
Challenge 2 (450 XP)

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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
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Multiattack The allip uses its babble and then makes a Wisdom drain attack.

Wisdom Drain: Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) necrotic damage. The target must succeed on a DC 12 Wisdom saving throw or it takes disadvantage on all Wisdom checks and saves. The allip gains advantage on attacks against a creature suffering this disadvantage. This lasts until the creature finishes a long rest.

Babble Every creature within 60 ft. of the allip must make a Wisdom saving throw. On a failed save, the creature becomes Charmed for the duration. While Charmed by this effect, the creature is Incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage from a creature other than the allip or if someone else uses an action to shake the creature out of its stupor.

Allip CR 3

XP 800
CE Medium undead (incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +7; Aura babble (60 ft., DC 15)

DEFENSE

AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
hp 30 (4d8+12)
Fort +4, Ref +4, Will +4
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits

OFFENSE

Speed fly 30 ft. (perfect)
Melee incorporeal touch +4 (1d4 Wisdom damage)
Special Attacks babble, touch of insanity

STATISTICS

Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16
Base Atk +3; CMB +4; CMD 17
Feats Improved Initiative, Lightning Reflexes
Skills Fly +16, Intimidate +10, Perception +7, Stealth +8
Languages Aklo, Common
SQ madness

SPECIAL ABILITIES

Babble (Su)

An allip constantly mutters to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a DC 15 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect, but an attack by the allip does end the effect. Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.

Madness (Su)

Anyone targeting an allip with a thought detection, mind control, or telepathic effect makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Touch of Insanity (Su)

The touch of an allip deals 1d4 points of Wisdom damage (DC 15 Will negates). A successful critical hit causes 1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). With each successful attack, an allip gains 5 temporary hit points. The save DC is Charisma-based.

ECOLOGY

Environment any
Organization solitary, pair, or haunt (3-6)
Treasure incidental

Knowledge Checks

DCResult
13This creature is an allip, the spectral remains of someone driven to suicide by madness. This result reveals all undead and incorporeal traits.
18Though it can cause no physical harm, an allip’s touch can drain away a victim’s willpower. Also, an allip babbles incoherently to itself, and those who hear this babble can become hypnotized. Allips cannot, however, speak intelligibly.
23It is dangerous to try to connect mentally with an allip, be that through thought detection, mind control or telepathy as an allip’s mind is so tortured as to damage any other mind that touches it.
DCResult
13The babble ability of an allip is a sonic effect and can be countered with bardic performance.

Variants

Scribbling Allip (+1 CR): Reports from reputable ghost hunters claim that some rare allips have developed the ability to physically manifest their babbled words into tangible, ectoplasmic script, expectorating their mutterings corporeally like tangled webs that drape across dungeon corridors and haunted hallways. This ability manifests as the web special attack. Adventurers attempting to read these web-like words must succeed at a DC 15 Will save or be fascinated for 2d4 rounds, just as if they were subject to the allip’s babble ability.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Campaign Setting: Undead Revisited. © 2011, Paizo Publishing, LLC. Authors: Eric Cagle, Brian Cortijo, Brandon Hodge, Steve Kenson, Hal Maclean, Colin McComb, Jason Nelson, Todd Stewart, and Russ Taylor.

WOTC Community Forums – Monsters and Races – Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara

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