Allip

Mordenkainen Presents: Monsters of the Multiverse p. 45,

Size
Medium
Type
undead
Alignment
typically neutral evil
AC
13
Hit Points
40 (9d8)
Speed
walk 0 ft., fly 40 ft. (hover)
Saving Throws
Int +6, Wis +5
Skills
Perception +5, Stealth +6
Resistances
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
cold, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft.
Passive Perception
15
Languages
the languages it knew in life
Challenge
5
STR
6
−2
DEX
17
+3
CON
10
+0
INT
17
+3
WIS
15
+2
CHA
16
+3

Traits

Proficiency Bonus

+3

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.

Unusual Nature

The allip doesn't require air, food, drink, or sleep.

Actions

Maddening Touch

Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

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.

recharge

D6

Whispers of Compulsion

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 12 (2d8 + 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.

Other data

description