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Allip

T
hose who fall prey to madness and take their Revenge Seekers Allips often seek to harm those who played
own lives sometimes find themselves lost on a part in causing their mad, unholy condition. When faced
the path to the afterlife, trapped in a state with such foes, an allip ignores all other targets that
between life and death. These unfortunates, confront it in favor of its hated enemies, attacking them
known as allips, suffer from the violent and until its tormentors have been forced into a vacant stupor.
incurable insanity they faced in life and take Alas, such vengeance does not put the allip to rest, but
out their terror, confusion, and rage upon the simply serves to further fuel its madness as it finds itself
living. They reach out to those they encounter— possibly in trapped in a world now no longer even holding the
wrath, but also perhaps oblivious to their own insane nature satisfaction of vengeance.
—spreading the psychoses that led to their own untimely
deaths.
Ruthless Attacker In combat, allips relentlessly attack the Allip
medium undead, neutral evil
nearest living creature, relying on their babble to let them
close in before attacking with their touch of insanity. Many Armor Class 15
seem to be driven to states of ferocity upon witnessing the Hit Points 26 (4d8 + 8)
terror living creatures exhibit when facing their spectral Speed 0 ft. Fly 30 ft.
forms, or when faced with the intangibility of their
incorporeal states.
STR
STR DEX
DEX CON
CON INT
INT WIS
WIS CHA
CHA
STR DEX CON INT WIS CHA
10STR
(+0) 12DEX
(+1) 14 (+2) 11INT
CON (+0) 11WIS
(+0) 18 (+4)
CHA
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
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 10
Languages understands all languages it knew in life
but can’t speak
Challenge 3 (700 XP)

Babble : An allip constantly mutters and whines to


itself, creating a hypnotic effect. All sane creatures
within 60 feet of the allip must succeed on a DC
14 Wisdom save or be affected with the charmed
condition for 2d4 rounds. Victims get a new
Wisdom save at the end of each of their turns.
Creatures that successfully save cannot be affected
by the same allip’s babble for 24 hours.
Madness : Anyone targeting an allip with a thought
detection, mind control, or telepathic ability makes
direct contact with its tortured mind becomes
frightened.

Actions
Touch of Insanity : Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) necrotic
damage. The target must succeed on a DC 14
Constitution saving throw or its hit point maximum
is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its
hit point maximum to 0.
.phb{ width : 210mm; height : 296.8mm; }

Jon Bupp 3

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