"The purest servants of Xix I ever did encounter, the Allip's of the asylum haunt me always"
- Androsta, Unified Order Mage on Allips.
Allip – Medium Undead
A.C. 9 (Natural Armour)
Hpts: 39 (6d8+12) [18 - 60]
Speed: Fly 30' (hover)
Proficiency Bonus: +2
Str: 12 (+1) Dex: 12 (+1) Con: 14 (+2) Int: 11 (+0) Wis: 11 (+0) Cha: 16 (+3)
Saving Throws: Dexterity +3, Charisma +5
Skills: Perception +2
Damage Resistances: Slashing, Piercing and Bludgeoning from non-magical weapons
Condition Immunity: Confused, Unconscious, Prone, Poisoned, Diseased, Exhausted
Senses: Darkvision 60'; Passive Perception: 12
Language: Spoken in life
CR: 2 (450 xp)
Incorporeal: The Allip can move through solid objects as if they did not exist. If it ends its turn within one however, it suffers 5 (1d10) points of bane damage.
Babble: All sane creatures that can hear and start their turn within 60' of the Allip, must make a D.C. 13 Wisdom (or Sanity) saving throw, or become fascinated (Stunned) by the horror for 5 (2d4) rounds. They do not get another saving throw before the end of this duration unless the Allip attacks them, or they suffer damage equal to 25% of their total amount. Once an individual has saved against this attack, they are immune to that specific Allip's Babble for the duration of that encounter.
Madness: Any attempts to read this monster's mind forces the individual doing so to make a D.C. 13 Wisdom (or Sanity) saving throw at Disadvantage. If they fail the saving throw, they gain one Short Term Madness, and their Wisdom is reduced by 1d4 points until the end of their next extended rest. If they are reduced to 0 Wisdom, they become Incapacitated as nothing makes any sense to them any more, and all they can do is weep and scream.
Multiattack: Allip makes two Touch of Madness attacks.
Touch of Madness: Melee attack; Reach 5', One Target; +3 to hit; Hit: 7 (1d8+3) psychic damage and target must make a D.C. 13 Wisdom (or Sanity) saving throw, or their Wisdom is reduced by 1d4 points until the end of their next extended rest. If they are reduced to 0 Wisdom, they become Incapacitated as nothing makes any sense to them any more, and all they can do is weep and scream. On a critical hit, 1 point of the lost Wisdom is permanently lost until the target receives a Greater Restoration or equally potent spell. Whenever the Allip lowers a target's Wisdom, it heals 5 (1d10) hit points (11; 2d10 on a critical hit).
Allip's are a wonderful D&D staple; a vaporous undead that brings madness (and a good deal of control) to the battlefield. If used correctly, they are terrifying foes, and as such, they are worthy of a conversion!