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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 3
[[Category:CR 3]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:allip_1.png|384px|right|xx]]
| MonsterName = Allip
== Allip (CR 3) ==
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.
| Image = allip_1.png
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


=== GENERAL ===
| Role =  
'''CR''' 3  '''Hit Dice''' 4
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


'''XP''' 800
| Description = 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.


NE Medium Outsider
:An allip cannot speak intelligibly.


'''Init''' +4; '''Senses''' darkvision 60 feet, Perception +5
| Alignment = Neutral Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


=== DEFENSE ===
| Size = Medium
'''AC''' 18, '''touch''' 12, '''flat-footed''' 16 (+4 armor, +2 dex, +2 natural, +0 deflection)
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''hp''' 27
| Type = Outsider
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Fort''' +6, '''Ref''' +4, '''Will''' +0
| Subtype =
  <!--If any-->


'''Aura:''' -
| NudgeInit = 2
  <!--CR 3 INITIATIVE = +2 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''SR:''' -  
| Senses = [[Standard Darkvision]] 60 ft.
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


'''Special Defenses:''' [[Incorporeal]], ER3/Positive
| NudgePerception =
  <!--CR 3 PERCEPTION = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Immunities:''' -
| NudgeAC =
  <!--CR 3 AC = 18 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Weaknesses:''' -
| NudgeTouchAC =
  <!--CR 3 TOUCH AC = 12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== OFFENSE ===
| NudgeFFAC =  
'''Speed''' 30 feet flight, perfect maneuverability
  <!--CR 3 FLAT-FOOTED AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Single Melee''' Spectral Claw +6 (1d8+3/x2) all damage is negative energy damage
| NudgeHitPoints = -8
  <!--CR 3 HIT POINTS = 37 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Full Melee''' Spectral Bite +6 (1d8+3/x2), 2x Spectral Claws +6 (1d6/x2), all damage is negative energy damage


'''Ranged''' None, but see Babble
<!--  SAVING THROWS  -->


'''Special Attacks''' Babble, Infectious Madness
| Fort = S
| Refl =
| Will =
  <!--CR 3 STRONG SAVE = +6; WEAK SAVE = +2 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Action Points''' 0
| NudgeFort =
| NudgeRefl = 2
| NudgeWill = -2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


=== STATISTICS ===
| SR =  
Str 0, Dex 12, Con 0, Int 11, Wis 11, Cha 18
  <!--Values: Y (for Yes), or leave blank-->


'''Base Atk''' +3; '''CMB''' +5; '''CMD''' 17
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Feats''' -
| SpecialDefenses =
::* ER 3/Positive Energy
::* [[Incorporeal]]
  <!--Put any DR or ER values here-->


'''Skills''' Stealth 6
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Languages''' None (see Babble)
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


=== SPECIAL ABILITIES ===
| MoveTypes = Fly 30 ft. (Perfect), Hover 30 ft.
; Babble (Su)
  <!--Other move types as needed-->
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 13 Will save or be affected as though by a [[Hypnotism (Spell)|Hypnotism]] spell until the beginning of the Allip's next round. This is a sonic mind-affecting compulsion effect.


; Infectious Madness (Su)
| NudgeReach =
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.
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


=== TREASURE ===
sell value of approximately 750 gp


=== 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 Allip's.  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.
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
 
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
 
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Spectral Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes = as Negative Energy Damage
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 3 PRIMARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 3 PRIMARY NATURAL DAMAGE = 1d8+3 -->
  <!--CR 3 PRIMARY MELEE DAMAGE = 1d8+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Spectral Claw
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes = as Negative Energy Damage
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 3 SECONDARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 3 SECONDARY NATURAL DAMAGE = 1d6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 3 TERTIARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 3 TERTIARY NATURAL DAMAGE = 1d8+3 -->
  <!--CR 3 TERTIARY MELEE DAMAGE = 1d8+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 3 QUATERNARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 3 QUATERNARY NATURAL DAMAGE = 1d6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 3 RANGED TO-HIT = +6 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 3 RANGED DAMAGE = 1d8+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = -
| Dex = 12
| Con = -
| Int = 11
| Wis = 11
| Cha = 18
 
| NudgeCMB =
  <!--CR 3 CMB = +5 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 3 CMD = 17 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = 
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 = 1
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 3 SKILLS = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
 
<!--  LANGUAGES  -->
 
| Languages = none (see Babble)
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Babble
 
| Ability-1-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = 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 {{#var:Special1SaveDC}} Will save or be affected as though by a [[Hypnotism (Spell)|Hypnotism]] spell until the beginning of the Allip's next round. This is a sonic mind-affecting compulsion effect.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special1SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special1StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Infectious Madness
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special2SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special2StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special3SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special3StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special4SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special4StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special5SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special5StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special6SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special6StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special7SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special7StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special8SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special8StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 3 = +6
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special9SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special9StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = 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  -->
 
| OutOfCombat =
 
 
}}

Revision as of 18:38, 18 June 2016

Allip (CR 3)

Neutral Evil - Medium - Outsider
Lore: Know (Planes)
6 21
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
15 +5
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
43 21 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +3
Will: +0

Strong Against:

  • ::* ER 3/Positive Energy
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+5
Sword Icon 3.png
Action
0
Points

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:

Languages: none (see Babble)

Feats:

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

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)