ALLIP – 5e stats

Medium undead, neutral evil

Armor Class 13
Hit Points 40 (9d8)
Speed 0 ft., fly 40 ft. (hover)

Proficiency Bonus +3
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
6 (-2)17 (+3)10 (+0)17 (+3)15 (+2)16 (+3)

Saving Throws (suggested) Cha +6
Saving Throws Int +6, Wis +5
Skills Perception +5, Stealth +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 5 (1,800 XP)

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

ACTIONS

  • Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (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) 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). 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) 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

An allip is a ghostly creature that haunts the places where it died, driven by a desire for revenge against those who caused its madness and suicide. An allip appears as a twisted version of its former self, with distorted features and a lower body that fades into a dark mist. It constantly babbles incoherently, expressing the pain and anguish of its tormented mind.

COMBAT

An allip cannot harm creatures physically, but it can drain their sanity with its touch. An allip’s touch also makes it stronger, allowing it to use its babble more effectively. An allip’s babble can hypnotize any sane creature within 60 feet, forcing them to attack one of the allip’s enemies.

An allip is immune to most forms of damage, except for those that affect incorporeal creatures. It can also be harmed by sunlight, holy water, and positive energy. An allip is vulnerable to magic that affects its mind, such as calm emotions or dispel evil and good. An allip can be laid to rest by destroying the source of its curse, such as a powerful secret or a hidden artifact.

HABITAT / SOCIETY

An allip is usually created when a creature uncovers a secret that is protected by a mighty curse, such as the true name of a demon lord or the location of a forbidden vault. The curse inflicts unbearable psychic agony on the creature, driving it to madness and suicide. The creature’s spirit then becomes an allip, bound to the place where it died and the secret that killed it.

An allip is solitary and hostile to any living creature that approaches its domain. It does not seek allies or companionship, but it may be summoned or controlled by evil spellcasters who know how to exploit its curse. An allip may also be encountered in places where madness and death are prevalent, such as swamps, ruins, or dungeons.

ECOLOGY

An allip is an unnatural creature that disrupts the balance of life and death. It feeds on the sanity of living creatures, but it does not need any other form of sustenance. It does not reproduce or create spawn, but it may inspire other creatures to follow its path of madness and suicide. An allip has no natural predators or enemies, except for those who seek to end its curse and free its spirit.