116
ALLIP
When a mind uncovers
a secret that a powerful being
has
protected with a mighty curse, the result
is often the
emergence of an a llip. Secrets protected
in this manner
range in scope from
a demon lord's true name to the
hidden truths of th
e cosmic order. The allip acquires
the secret, but the
curse annihilates its body and leaves
behind a spectral creature compose
d of fragments from
the victim's psyche and overwhelmi
ng psychic agony.
Blasphemous Secr e ts. Every
allip is wracked with
a horrifyin
g insight that torments what remains of
its
mind. In the pres ence of other
creatures, an allip see ks
to relieve this burden by sharing
its secret. T he creature
can impart
only a shard of the knowledge that doom
ed
it, but
that piece is enough to wrack the recipient
with
tempo
rary madness. The survivors of an allip
's attack
are
sometimes left with a compulsion to learn
more
about what spawned
this monstrosity. Strange phrases
echo through their minds,
and weird visions occupy
their dreams. The
sense that some colossal truth sits
just outside their recall plagues the m
for days, months ,
and sometimes years after their fateful
encounter.
Undead Nature.
An allip doesn't require air, food,
drink, or sleep.
INSIDIOUS L
ORE
An allip might attempt to share its lore
to escape its curse
and enter the afterlife. It can transfer
knowledge from its
mind by guiding another creature
to write down what it
knows. This process takes days
or possibly weeks. An allip
can
accomplish this task by lurking in the study
or work-
place of a scholar. If the allip remains hidden,
its victim is
gradually overcome by manic energy. A schola
r, driven by
sudden insights to work night and day,
produces reams of
text with little
memory of exactly what the documents con
tain. If
the allip succeeds, it passes from the world-and
its
terrible secret hides somewhere in the scholar's text
,
waiting to be discovered by its next victim.
ALLIP
Medium undead,
neutral evil
Armo r Clas
s 13
Hit Points 40 (9d8)
Speed 0 ft., fly 40 ft. (hover)
STR
6 (-2)
DEX
17 (+3)
CON
10 (+O)
Saving Throws Int +6, Wis +5
Skills
Perception +5, Stealth +6
INT
17
(+3)
WIS
15 (+2)
CHA
16 (+3)
Damage Resistances acid, fire , lightning, thunde
r; bludgeoning,
piercing, and s lashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exh
austion, frightened,
grappled, paralyzed, petrified,
poisoned, prone, rest rained
Senses
d arkvision 60 ft ., passive Perception 15
Language
s the languages it knew in life
Challenge 5 (1,800 XP)
CHAPTER
6 I BESTIARY
Incorporeal
Movement. The allip can move throug h
other
creatures and objects as
if they were difficult terrain. It takes 5
(ldlO) 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 (ld8
+ 3) psychic dam-
age and must use its reaction to make a
melee weapon attack
against one crea
ture of the allip's choice that the allip can see.
Constructs and undead are immune
to this effec t.
Howling Babble (Recharge 6). Each creatu re
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.