Allip | Size & Type (subtype): | Medium-Size Undead (Incorporeal) | Hit Dice: | 4d12 (26) | Initiative: | +5 (+1 Dex, +4 Improved Initiative) | Speed: | Fly 30 ft. (perfect) | Armor Class: | 15 (+1 Dex, +4 deflection) | Attacks: | Incorporeal touch +3 melee | Damage: | Incorporeal touch 1d4 permanent Wisdom drain | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Babble, Wisdom drain, madness | Special Qualities: | Undead, incorporeal, +2 turn resistance | Saving Throws | Fortitude: 1 Reflex: 2 Will: 4
| Abilities: | Str: Dex: 12 Con: Int: 11 Wis: 11 Cha: 18 | Skills: | Hide +8, Intimidate +11, Intuit Direction +4, Listen +7,Search +7, Spot +7 | Feats: | Improved Initiative | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary | Challenge Rating: | 3 | Challenge Rating Value: | 3 | Treasure: | None | Alignment: | Always neutral evil | Advancement: | 5-12 HD (Medium-size) |
| Description: |
Combat
Allips are unable to cause physical harm, although they
don't appear to know that. They keep flailing away at their
enemies, yet they inflict 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 at a Will save (DC 16) or be affected as
though by a hypnotism spell for 2d4 rounds. This is a sonic,
mind-affecting compulsion. Opponents who successfully save cannot
be affected by the same allip's babble for one day.
Wisdom Drain (Su): Those whose Wisdom is reduced to 0 by the
allip become helpless until at least 1 point of Wisdom is
restored.
Madness (Su): Anyone targeting the allip with a mind-control
or telepathic ability makes direct contact with its tortured mind
and takes 1d4 points of temporary Wisdom damage.
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