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Allip

Medium undead, neutral evil
Armor Class 13
Hit Points 40
Speed Hover: 40ft

STR
6 -2
DEX
17 +3
CON
10 0
INT
17 +3
WIS
15 +2
CHA
26 +8

Saving Throws Int +6, Wis+5
Skills Perception +5, Stealth +6
Damage Resistances Acid, Fire, Lightning, Thunder, Bludgeoning, Slashing, and Piercing from non-magical attacks.
Damage Immunities Cold, Necrotic and Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision, Passive perception 15
Languages The languages it knew in life
Challenge 5


Incorporeal Movement

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


Actions

Maddening Touch Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 4d6+3 psychic damage.
Whispers of Madness The allip chooses three targets it can see within 60 feet of it, which must succeed a Wisdom Saving Throw DC 14, or takes 1d8+3 psychic damage and 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.
Howling Babble (Recharge 6) Each creature within 30 ft. of the allip that can hear it must make a Wisdom Saving Throw DC 14. On a fail, the target takes 2d8+3 psychich 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.


 

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