Allip

As I promised awhile ago, here’s my conversion of the allip to 5e rules.  I based it mostly on the d20 SRD and the Pathfinder SRD, but changed the Wisdom drain abilities to conditions.  The touch of insanity attack I based off of the harried condition created by Brandes Stoddard over at Harbringer of Doom.

Allip
Medium undead, neutral evil
Armor Class 14
Hit Points 26 (4d8+8)
Speed 0 feet, Fly 30 feet

STR
DEX
CON
INT
WIS
CHA
10 (+0)
12 (+1)
14 (+2)
11 (+0)
11 (+0)
18 (+4)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 60 feet, passive Perception 10
Languages none
Challenge 3 (700 XP)

Babble.  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 14 Wisdom save or be affected with the charmed condition for 2d4 rounds.  Victims get a new Wisdom save at the end of each of their turns.  Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours.


Madness.  Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind becomes frightened.  A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.  The creature can’t willingly move closer to the source of its fear.


Actions

Touch of Insanity. Melee weapon attack: +5 to hit, reach 5 ft., one target.
Hit: The target must pass a DC 14 Wisdom save to leave its current space. On a failure it may still move, but if it chooses to do so, it takes 1d6 damage.  The target gets another saving throw at the end of each of it’s turns.


The creature suffers disadvantage on all Concentration, Intelligence, and Wisdom checks (not saving throws in general, though)..



Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. These unfortunates, known as allips, suffer from the violent and incurable insanity they faced in life and take out their terror, confusion, and rage upon the living. They reach out to those they encounter—possibly in wrath, but also perhaps oblivious to their own insane nature—spreading the psychoses that led to their own untimely deaths.


In combat, allips relentlessly attack the nearest living creature, relying on their babble to let them close in before attacking with their touch of insanity. Many seem to be driven to states of ferocity upon witnessing the terror living creatures exhibit when facing their spectral forms, or when faced with the intangibility of their incorporeal states. While allips have no way to kill creatures, those knocked unconscious by an allip’s Wisdom-draining touch often emerge from the state suffering from insanity—a fate that many would say qualifies as worse than death.


Allips often seek to harm those who played a part in causing their mad, unholy condition. When faced with such foes, an allip ignores all other targets that confront it in favor of its hated enemies, attacking them until its tormentors have been forced into a vacant stupor. Alas, such vengeance does not put the allip to rest, but simply serves to further fuel its madness as it finds itself trapped in a world now no longer even holding the satisfaction of vengeance.

An allip cannot speak intelligibly.

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