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Revision as of 19:17, 16 March 2017
Allip (CR 3)
Neutral Evil - Medium - Outsider |
---|
Lore: | Know (Planes) | ||
6 | 21 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
15 | +5 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
43 | 21 | 4 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +6 |
Refl: | +3 |
Will: | +0 |
Offense
Standard Attack (Melee):
- 1x Spectral Bite +6 (1d10+2/x2)
as undefined damage type
as Negative Energy DamageExpression error: Unexpected < operator.
Full Attack (Melee):
- 1x Spectral Bite +6 (1d10+2/x2)
as undefined damage type
as Negative Energy DamageExpression error: Unexpected < operator.
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
— |
STR |
12 |
DEX |
— |
CON |
11 |
INT |
11 |
WIS |
18 |
CHA |
Skills:
- Movement: 13
- Perception: 5
- Stealth: 6
- All other skills: 0 (no ranks)
Languages: none (see Babble)
Special Abilities
Babble (Su) |
An Allip constantly mutters and whines to itself, creating a hypnotic effect. Once per encounter, as a standard action, the Allip can force all sane creatures within 60 feet of its space to roll a DC Will save or be affected as though by a Hypnotism spell until the beginning of the Allip's next round. This is a sonic mind-affecting compulsion effect. |
Infectious Madness (Su) |
Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage. The effect then works normally, although communicating with an Allip is frustrating on every level. |
Allip
An Allip is a madness spirit. Those who lived lives of insanity frequently give rise to allips. Allips are most common when there are asylums or old houses full of mad relatives or other situations where the grip of sanity is pried loose from tormented souls. An Allip is driven by an irrational hatred for the world of the living. It craves only revenge and unrelentingly pursues all living beings, although an Allip's thought processes are so riven by madness it is nearly impossible to predict what they will do next.
- An allip cannot speak intelligibly.
Combat Tactics
Allips are too crazy to use much in the way of sane tactics. They are good trackers, though, and will often follow a party at a distance, tracking their movements with Survival rolls, and attack at night once the party sleeps. They generally fly close to several party members and use their huge radius Babble to Fascinate as many characters as possible. It doesn't last long, but it will let them flail away with their spectral attacks for a round or so. Allips are too insane and full of hatred to ever flee from a battle, and rely on their incorporeal and undead traits to protect them.
- NOTE: It is theoretically possible for an Allip's negative energy attacks to heal itself or other Allips. Sadly, they are far too mad and frenzied to ever think of this trick themselves, although other monsters may dominate/cow them into using this tactic.
Out of Combat
Rewards
XP: 800
Treasure: Sellable Goods worth 813 gp.
- Weight: 30 lbs. Volume: 1.2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |