Dungeons and Dragons Allip 3.5 PBP RPG

Fri, 27th November, 2020 - 2:32 am GMT
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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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Advisor Description

At the time these happened I still was in the Town and Rudolf was still wearing his old black suit and a weird bag.
It all began one night,
At first it seemed very strange and really scary (For someone in a black suit to follow me) but over time I became annoyed. After some attempts to catch him it had become clear that the guy wasn't going to kill me (At least not right away) so I had to find out what the h*ll he wanted?! Soo.. I decided to follow him around, of course, without him realizing it!
In the end I helped him get rid of some bandits who were on his trail and whom I met while I was watching on him and of course, after all I did for him Rudolf was all against me.
The end.

Sidenote:
I also feel like Rudolf is crazily underpayed for what he has accomplished up to now. For example: Spying on people, Fighting with vandals and spreading rumors to clean somebody reputation(I hate to say this but he made me doubt my bad choice!)
PS:
I don't know what Rudolf thinks of me but I sure think he's my new best friend!

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