Allip
Medium undead, neutral evil
Armor Class
13
Hit Points
40 (9d8)
Speed
0 ft., fly 40 ft. (hover)
STR
6 (-2)
DEX
17 (+3)
CON
10 (0)
INT
17 (+3)
WIS
15 (+2)
CHA
16 (+3)
Damage Immunities
cold, necrotic, poison
Damage Resistances
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 15
Saving Throws
Int +6, Wis +5
Skills
Perception +5, Stealth +6
Languages
the languages it knew in life
Challenge
5 (1800 XP)
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.
Actions
Maddening Touch Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
Whispers of Madness The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and undead are immune to this effect.
Howling Babble (Recharge 6) Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect.