Dungeons and Dragons Allip 3.5 PBP RPG

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Allip

Allip

Medium Undead (Incorporeal)

Hit Dice:

4d12 (26 hp)

Initiative:

+5

Speed:

Fly 30 ft. (perfect) (6 squares)

Armor Class:

15 (+1 Dex, +4 deflection), touch 15, flat-footed 14

Base Attack/Grapple:

+2/-

Attack:

Incorporeal touch +3 melee (1d4 Wisdom drain)

Full Attack:

Incorporeal touch +3 melee (1d4 Wisdom drain)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Babble, madness, Wisdom drain

Special Qualities:

Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits

Saves:

Fort +1, Ref +4, Will +4

Abilities:

Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18

Skills:

Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks)

Feats:

Improved Initiative, Lightning Reflexes

Environment:

Any

Organization:

Solitary

Challenge Rating:

3

Treasure:

None

Alignment:

Always neutral evil

Advancement:

5-12 HD (Medium)

Level Adjustment:

-

An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.

An allip cannot speak intelligibly.

Combat

An allip is unable to cause physical harm, although it doesn't appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds.

Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.

Creatures that successfully save cannot be affected by the same allip's babble for 24 hours. The save DC is Charisma-based.

Madness (Su): Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Wisdom Drain (Su): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.


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Latest RPG Post

Oswald stands up from a body he was looting. "Wise decision, being aware of potential ambushes. Sad to admit, point is no longer the place for me. I will stick to rearscout and leave point to Jack and Fay. Jharen's eyes and ears are as good as mine, if not better."

Oswald looks around the near empty room, still shining with the brightness of the noonday sun. "Besides, my eyes aren't worth much right now, might as well put my ears to work." He turns to Lia and holds out his hand for the pouch. "If that is alright with you?"

Having cleared the wall, and knowing the sphere will now become more of a nuisance than a boon; he holds up his holy symbol and summons forth Lathander's might, speaking the words; "Facultatem augendae." And in moments his perception ability becomes more focused, as well as that of a few other skills. Upon the speaking of the spell, the flaming sphere fizzled and dissipates.

Out of Character: I cast Enhance Ability on myself to gain advantage on Wisdom checks. Even if Lia doesn't give me the pouch, I'll try to perceive threats.

I'll take rear for placement.

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