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.

medium
undead
cr5
mordenkainens-tome-of-foes
(p. 116)