Allips are undead creatures. They were created when someone learned knowledge that a powerful being protected.
Appearance[]
Allips were warped, spectral versions of their living selves. Their lower body trailed into a dark fog instead of legs.[1]
Characteristics[]
The following is drawn from Mordenkainen's Tome of Foes,[1] but most of it has been demonstrated onstream.
- Damage Resistances:[2] Fire,[3] nonmagical physical weapons[4]
- Damage Vulnerabilities: Radiant[5]
- Incorporeal Movement: Able to fly and shift through walls,[6][7] which can cause damage to the allip[8]
Attacks:
- Maddening Touch: Melee spell attack that deals psychic damage.[9]
Abilities:
- Whispers of Madness: Allip chooses 3 creatures and deals psychic damage.[10]
- Howling Babble: Every creature within 30 feet has to make a saving throw or take psychic damage and be stunned.[11]
Known allips[]
The Mighty Nein encountered an allip version of Siff Duthar in his Abandoned Research Facility.[12]
References[]
- ↑ 1.0 1.1 See D&D: Mordenkainen's Tome of Foes, 5th ed., p. 116.
- ↑ See "A Favor in Kind" (2x16) at 0:24:58.
- ↑ See "A Favor in Kind" (2x16) from 0:37:04 through 0:37:45.
- ↑ See "A Favor in Kind" (2x16) from 0:36:04 through 35:27.
- ↑ See "A Favor in Kind" (2x16) at 0:24:58. Holy water caused Siff to ignite in radiant flames
- ↑ See "A Favor in Kind" (2x16) at 0:26:30.
- ↑ See "Where The River Goes" (2x15) at 3:36:37. Siff could become ethereal and shift through walls.
- ↑ See "A Favor in Kind" (2x16) at 0:58:45. Siff staying within object over a period of time caused it to take force damage.
- ↑ See "A Favor in Kind" (2x16) at 0:24:58.
- ↑ 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.
- ↑ See "A Favor in Kind" (2x16) at 0:24:58.
- ↑ See "Where The River Goes" (2x15) at 3:36:13.
Art:
- ↑
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