Depiction of an Allip.

Allips were undead creatures. They were created when someone learned knowledge that a powerful being protected.


Allips were warped, spectral versions of their living selves. Their lower body trailed into a dark fog instead of legs.[1]


  • Damage Resistances:[2] Nonmagical physical weapon[3], or fire[4] damage.
  • Damage Vulnerabilities:[5]radiant damage.
  • Senses: Darkvision
  • Incorporeal Movement: Able to fly and shift trough walls.[6][7] which can cause damage[8]
  • Attacks:
    • Maddening Touch:[2] Melee spell attack that deals psychic damage.
  • Whispers of Madness:[9] Allip chooses 3 creatures and deals psychic damage.
  • Howling Babble:[2] Every creature within 30 feet has to make a saving throw or take psychic damage and be stunned.

Known AllipsEdit

The Mighty Nein encountered an allip version of Siff Duthar in his Abandoned Research Facility.[10]


  1. See D&D: Mordenkainen's Tome of Foes, 5th ed., p. 116.
  2. See "A Favor in Kind" (2x16) at 0:24:58.
  3. See "A Favor in Kind" (2x16) from 0:36:04 through 35:27.
  4. See "A Favor in Kind" (2x16) from 0:37:04 through 0:37:45.
  5. See "A Favor in Kind" (2x16) at 0:24:58.  Holy water caused Siff to ignite in radiant flames
  6. See "A Favor in Kind" (2x16) at 0:26:30.
  7. See "Where The River Goes" (2x15) at 3:36:37.  Siff could become ethereal and shift through walls.
  8. See "A Favor in Kind" (2x16) at 0:58:45.  Siff stayed within object over a period of time caused it to take force damage.
  9. See "A Favor in Kind" (2x16) at 0:56:29.  Siff could fill the minds of those who failed to resist his power, with images of ancient warfare as their grasp of reality slipped.
  10. See "Where The River Goes" (2x15) at 3:36:13.
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