( Monster Manual v.3.5, p. 10)

Medium Undead (Incorporeal)

Hit dice: 4d12 (26 hp)

Initiative: +5

Speed: Fly 30 ft. (Perfect)

Armor class: 15 (+1 Dex, +4 deflection), touch 15, flat-footed 14

Base Attack/Grapple: +2/+0

Attack: Incorporeal touch +3 melee (1d4 Wisdom drain)

Full Attack: Incorporeal touch +3 melee (1d4 Wisdom drain)

Space/Reach: 5 ft./5 ft.

Special Attacks: Babble, madness, Wisdom drain

Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits

Saves: Fort +1 Ref +4 Will +4

Abilities: Str 0, Dex 12, Con —, Int 11, Wis 11, Cha 18

Skills: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival (+2 following tracks) +0

Feats: Improved Initiative, Lightning Reflexes

Environment: Any

Organization: Solitary

Challenge Rating: 3

Treasure: None

Alignment: Always Neutral Evil

Advancement: 5-12 HD (Medium)

The creature that floats before you is like a thing out of nightmare. It has a vaguely humanoid shape, but it's a shape without features that has been distorted and bristles with madness. From the waist down, it trails away into vaporous nothingness, leaving a faint trace of fog behind it as it moves.

An allip is the special remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.

An allip cannot speak intelligibly.


An allip is unable to cause physical harm, although it doesn't appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds.

Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same allip's babble for 24 hours. The save DC is Charisma-based.

Madness (Su): Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Wisdom drain (Su): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

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