
Allip - 5etools
Allip. When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order.
Allip - Forgotten Realms Wiki
A hero standing against an allip in the ruins of the Naerindyl Estate. When an allip entered combat, it began by trying to hypnotize its foes with mesmerizing and maddening babbling, trying to neutralize as many opponents as possible.
Allip - DnD content - Wikidot
The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see.
Allip - 5th Edition SRD
Creatures within 60 feet that can hear the allip, other than other allips, must succeed on a DC 13 Wisdom saving throw. On a failed saving throw, a creature is charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a …
Allip - Blogger
Mar 8, 2015 · 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.
Allip (CR 3) - Realms Helps
Allip (CR 3) Medium Undead (Incorporeal) Alignment: Always neutral evil Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +7, and Spot +7
Allip | Monster | Dungeons & Dragons 5e | Statblocks & Sheets
The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8+3) 2d8+3 psychic damage and must use its reaction to make a melee weapon attack against one creature of …
Allip (5e) - Dungeons and Dragons Wiki
The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Unusual Nature (Variation [4]). Maddening Touch. Melee Spell Attack: Howling Babble (Recharge 6). Whispers of Compulsion (Variation [4]).
Allip | D&D 5e Wiki | Fandom
The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see.
Allip - 5th Edition SRD
Allip. Medium undead, chaotic evil. Armor Class 15 (natural armor) Hit Points 48 (8d8 + 16) Speed 0 ft., fly 40 ft. (hover)