3e SRD:Allip

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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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