116
ALLIP
When a mind uncovers
a secret that a powerful beinghas
protected with a mighty curse, the result
is often theemergence of an a llip. Secrets protected
in this mannerrange in scope from
a demon lord's true name to thehidden truths of th
e cosmic order. The allip acquiresthe secret, but the
curse annihilates its body and leavesbehind a spectral creature compose
d of fragments fromthe victim's psyche and overwhelmi
ng psychic agony.Blasphemous Secr e ts. Every
allip is wracked witha horrifyin
g insight that torments what remains of
itsmind. In the pres ence of other
creatures, an allip see ksto relieve this burden by sharing
its secret. T he creaturecan impart
only a shard of the knowledge that doom
edit, but
that piece is enough to wrack the recipient
withtempo
rary madness. The survivors of an allip
's attackare
sometimes left with a compulsion to learn
moreabout what spawned
this monstrosity. Strange phrasesecho through their minds,
and weird visions occupytheir dreams. The
sense that some colossal truth sitsjust 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
OREAn allip might attempt to share its lore
to escape its curseand enter the afterlife. It can transfer
knowledge from itsmind by guiding another creature
to write down what itknows. This process takes days
or possibly weeks. An allipcan
accomplish this task by lurking in the study
or work-place of a scholar. If the allip remains hidden,
its victim isgradually overcome by manic energy. A schola
r, driven bysudden insights to work night and day,
produces reams oftext with little
memory of exactly what the documents contain. If
the allip succeeds, it passes from the world-andits
terrible secret hides somewhere in the scholar's text
,waiting to be discovered by its next victim.ALLIP
Medium undead,
neutral evilArmo r Clas
s 13Hit Points 40 (9d8)Speed 0 ft., fly 40 ft. (hover)STR6 (-2)DEX17 (+3)CON10 (+O)Saving Throws Int +6, Wis +5Skills
Perception +5, Stealth +6INT17
(+3)WIS15 (+2)CHA16 (+3)Damage Resistances acid, fire , lightning, thunde
r; bludgeoning,piercing, and s lashing from nonmagical attacksDamage Immunities cold, necrotic, poisonCondition Immunities charmed, exh
austion, frightened,grappled, paralyzed, petrified,
poisoned, prone, rest rainedSenses
d arkvision 60 ft ., passive Perception 15Language
s the languages it knew in lifeChallenge 5 (1,800 XP)CHAPTER
6 I BESTIARYIncorporeal
Movement. The allip can move throug h
othercreatures and objects as
if they were difficult terrain. It takes 5(ldlO) force damage if it ends its turn inside
an object.ACTIONSMaddening Touch.
Melee Spell Attack: +6 to hit, reach 5 ft., onetarget. Hit: 17 (4d6 + 3) psychic damage.Whispers
of Madness. The allip chooses up to three
creatures itcan see within 60 feet
of it. Each target must succeed on a DC14 Wisdom saving throw, or it takes 7 (ld8
+ 3) psychic dam-age and must use its reaction to make a
melee weapon attackagainst 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 ofthe allip that can hear
it must make a DC 14 Wisdom savingthrow. On a failed
save, a target takes 12 (2d8 + 3) psychicdamage, and it is stunned until the end
of its next turn. Ona successful
save, it takes half as much damage and isn'tstunned.
Constructs and undead are immune to this effect.