Allips were 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]
Abilities
- 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:[9] Melee spell attack that deals psychic damage.
- Whispers of Madness:[10] Allip chooses 3 creatures and deals psychic damage.
- Howling Babble:[11] Every creature within 30 feet has to make a saving throw or take psychic damage and be stunned.
Known Allips
The Mighty Nein encountered an allip version of Siff Duthar in his Abandoned Research Facility.[12]
References
- ↑ See D&D: Mordenkainen's Tome of Foes, 5th ed., p. 116.
- ↑ See 10x04 at 0:24:58.
- ↑ See 10x04 from 0:36:04 through 35:27.
- ↑ See 10x04 from 0:37:04 through 0:37:45.
- ↑ See 10x04 at 0:24:58. Holy water caused Siff to ignite in radiant flames
- ↑ See 10x04 at 0:26:30.
- ↑ See 10x03 at 3:36:37. Siff could become ethereal and shift through walls.
- ↑ See 10x04 at 0:58:45. Siff stayed within object over a period of time caused it to take force damage.
- ↑ See 10x04 at 0:24:58.
- ↑ See 10x04 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 10x04 at 0:24:58.
- ↑ See 10x03 at 3:36:13.
Art:
- ↑ Allip on D&D Beyond. This file is unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.