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Allip

Allip CR: 5

Medium undead , neutral evil
Armor Class: 13
Hit Points: 40 (9d8) 9d8
Speed: 0 ft , fly: 40 ft , can hover

STR

6 -2

DEX

17 +3

CON

10 +0

INT

17 +3

WIS

15 +2

CHA

16 +3

Saving Throws: Int +6 1d20+6 , Wis +5 1d20+5
Skills: Perception +5 1d20+5 , Stealth +6 1d20+6  
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 15 
Languages: the languages it knew in life
Challenge Rating: 5

Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) 1d10 force damage if it ends its turn inside an object. 

Actions

Maddening Touch. Melee Spell Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) 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) 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) 1d6 . 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) 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. 


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