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
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.