Allip

Medium undead, neutral evil

Armor Class

12

Hit Points

18 (4d8)

Speed

0 ft., fly 30 ft

Damage Resistances

acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

cold, necrotic, poison, psychic

Condition Immunities

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

Darkvision 60 ft., passive Perception 10

Languages

any languages it knew in life

Challenge

3 (700 XP)

Babbel.

An allip constantly mutters and whimpers to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a DC 13 Intelligence saving throw or suffer the effects of a Hypnotic Pattern Spell. Creatures who successfully save cannot by affected by the same allip's babble for one day.

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.

Madness.

Anyone targeting the allip with a mind-control or telepathic ability takes 1d4 Intelligence damage. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, an new allip rises from the corpse 1d4 hours later.

Actions

Touch of Madness.

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (3d6 + 1) necrotic damage the target's Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, an new allip rises from the corpse 1d4 hours later.

A picture of an Allip.

Based on stats in the 3.5 Monster Manual - Core Rulebook III © Wizards of the Coast  |  Image Source: Dread Allip