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Allip
Size & Type (subtype):Medium-Size Undead (Incorporeal)Hit Dice:4d12 (26)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   Fly 30 ft. (perfect)  
Armor Class:   15 (+1 Dex, +4 deflection)   Attacks:   Incorporeal touch +3 melee  
Damage:   Incorporeal touch 1d4 permanent Wisdom drain   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Babble, Wisdom drain, madness   Special Qualities:   Undead, incorporeal, +2 turn resistance  
Saving Throws  Fortitude: 1  
Reflex: 2  
Will: 4  
Abilities:   Str:
Dex: 12
Con:
Int: 11
Wis: 11
Cha: 18
Skills:   Hide +8, Intimidate +11, Intuit Direction +4, Listen +7,Search +7, Spot +7   Feats:   Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   None   Alignment:   Always neutral evil  
Advancement:   5-12 HD (Medium-size)  

Description:  

Combat

Allips are unable to cause physical harm, although they don't appear to know that. They keep flailing away at their enemies, yet they inflict no wounds.

Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a Will save (DC 16) or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic, mind-affecting compulsion. Opponents who successfully save cannot be affected by the same allip's babble for one day.

Wisdom Drain (Su): Those whose Wisdom is reduced to 0 by the allip become helpless until at least 1 point of Wisdom is restored.

Madness (Su): Anyone targeting the allip with a mind-control or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of temporary Wisdom damage.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002