3e SRD:Allip
This material is published under the OGL 1.0a. |
Allip
Size/Type: | Medium Undead (Incorporeal) |
---|---|
Hit Dice: | 4d12 (26 hp) |
Initiative: | +5 (+1 Dex, +4 Improved Initiative) |
Speed: | Fly 30 ft. (perfect) |
AC: | 15 (+1 Dex, +4 deflection) |
Attacks: | Incorporeal touch +3 melee |
Damage: | Incorporeal touch 1d4 permanent Wisdom drain |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Babble, Wisdom drain, madness |
Special Qualities: | Undead, incorporeal, +2 turn resistance |
Saves: | Fort +1, Ref +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/Terrain: | Any land and underground |
Organization: | Solitary |
Challenge Rating: | 3 |
Treasure: | None |
Alignment: | Always neutral evil |
Advancement: | 5-12 HD (Medium-size) |
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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