Allip

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Allip (CR 3)

Neutral Evil - Medium - Undead
Lore: Know (Religion)
7 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
45 22 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +3
Will: +0

Strong Against:


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 negative (energy, uncommon)

Full Attack (Melee):

  • 1x Spectral Bite +6 (1d10+2/x2)
    as negative (energy, uncommon)
  • 2x Spectral Claw +6 (1d6/x2)
    as negative (energy, uncommon)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

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STR
12
DEX
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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 become Influenced. This is a sound-based, mind-affecting, charm effect.

Infectious Madness (Su)

Anyone targeting an allip with a thought detection, mind control, or telepathic ability, that makes direct contact with its tortured mind, takes 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

Allips can be found anywhere that madness is likely to congregate. This can be anywhere from an asylum to a church-run shelter for the poor. They are not subtle, however, and their presence is pretty much immediately apparent to any sane person in the vicinity, assuming they aren't driven mad by the allip before they can tell anyone else.

Allips aren't particularly social with their own kind (it's not even clear that they are aware of anything but their own misery), but it is common for multiple allips to be present in the same locale, simply because that locale is attuned to madness in some way.


Immortality

Many undead creatures, such as this one, cannot be killed by normal means. However, it will lie shattered and dormant after being defeated for as long as a thousand years before rising again to seek to rid the world of life. Casting Sanctify Corpse (Cleric Spell), Gentle Repose (Cleric Spell), Rest Eternal (Cleric Spell), Raise Dead (Cleric Spell), Resurrection (Cleric Spell), or using similar life-giving abilities in the space the creature was defeated only will delay its return for another millennia. In point of fact, there is no known way, short of a Wish (Sorcerer/Wizard Spell) or Miracle (Cleric Spell), or similar divine or quasi-divine intervention, to permanently destroy incorporeal undead.

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)