Allip

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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

An allip cannot speak intelligibly.


GENERAL

CR 3 Hit Dice 4

XP 800

NE, Medium, Undead

Init +4; Senses darkvision 60 feet, Perception +5


DEFENSE

AC 18, touch 12, flat-footed 16 (+2 dex, +6 armor)

hp 30

Fort +6, Ref +4, Will +0

Special Defenses Incorporeal Traits, ER3/Positive, Undead Traits


OFFENSE

Speed 30 feet flight, perfect maneuverability

Single Melee Spectral Claw +6 (2d4+1/x2) Negative Energy damage

Full Melee Spectral Bite +6 (2d4+1/x2), 2x Spectral Claws +6 (1d4+1/x2), all damage is negative energy damage

Ranged None, but see Babble

Special Attacks Babble, Infectious Madness

Action Points 0


STATISTICS

Str 0, Dex 12, Con 0, Int 11, Wis 11, Cha 18

Base Atk +3; CMB +7; CMD 18

Feats -

Skills Stealth 6

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 13 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.


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 insubstantial 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.