Allip

Medium undead, Neutral Evil

Armor Class13
Hit Points40 (9d8)
Speed0 ft., fly 40 ft. (hover)
STRDEXCONINTWISCHA
6 (-2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3)
Saving ThrowsInt +6, Wis +5
SkillsPerception +5, Stealth +6
Damage Vulnerabilities—
Damage Resistancesacid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiescold; necrotic; poison
Condition Immunitiescharmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained
Sensesdarkvision 60 ft., passive Perception 15
Languagesthe languages it knew in life
Challenge5

Traits

Incorporeal Movement.

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.

The allip doesn't require air, food, drink, or sleep.

Actions

Maddening Touch.

Melee Spell Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Howling Babble (Recharge 6).

Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and Undead are immune to this effect.

Whispers of Compulsion.

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) 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. Constructs and Undead are immune to this effect.