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Monsters

id3
NameAllip
SizeAndTypeMedium-Size Undead (Incorporeal)
HitDice4d12 (26)
Initiative+5 (+1 Dex, +4 Improved Initiative)
SpeedFly 30 ft. (perfect)
ArmorClass15 (+1 Dex, +4 deflection)
AttacksIncorporeal touch +3 melee
DamageIncorporeal touch 1d4 permanent Wisdom drain
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksBabble, Wisdom drain, madness
SpecialQualitiesUndead, incorporeal, +2 turn resistance
Saves_Fort1
Saves_Ref2
Saves_Will4
AbilitiesStr -, Dex 12, Con -, Int 11, Wis 11, Cha 18
SkillsHide +8, Intimidate +11, Intuit Direction +4, Listen +7,Search +7, Spot +7
FeatsImproved Initiative
ClimateAndTerrainAny land and underground
OrganizationSolitary
ChallengeRating_Value3
TreasureNone
AlignmentAlways neutral evil
Advancement5-12 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.