|“||The creature that floats before you is like a thing out of nightmares. It has a vaguely human shape, but it's a shape without features that has been distorted and bristles with madness. From the waist down it trails away into vaporous nothingness, leaving a faint trace of fog behind it as it moves.||„|
|~ D&D Monster Manual 3.5|
An Allip is a powerful undead created from the restless spirit of a being that killed itself. It was driven mad in life, and now seeks only to get revenge on the living, attempting to get vengeance on those that pushed them over the edge.
Powers and Stats
Tier: At least 9-B, possibly 9-A
Origin: Dungeons and Dragons
Classification: Insane Undead
Powers and Abilities: Superhuman Physical Characteristics, Self-Sustenance (Types 1, 2 and 3), Madness Manipulation (Types 2 and 3, detecting the thoughts of an Allip drives the user mad), Mind Manipulation, Willpower Manipulation (Directly attacks the will of their foes), Flight, Non-Corporeal, Intangibility, Sound Manipulation (Its voice destroys the psyche of their enemies), Darkvision and Life Detection, Immortality (Types 1 and 7), Regeneration (Mid-Low, heals from attacking enemies), Non-Physical Interaction, Durability Negation (All attacks pass through physical barriers), Enhanced Resistance to Holy Manipulation, Mind Manipulation, Death Manipulation, Morality Manipulation, Poison Manipulation, Sleep Manipulation, Disease Manipulation, Energy Drain, Statistics Reduction
Attack Potency: At least Wall level, possibly Small Building level (Their rating ranges from being comparable to low-level adventurers, who can cast Burning Hands, to being able to take on those capable of casting Fireball)
Speed: At least Subsonic, possibly Hypersonic (Comparable to low- to mid-level adventurers)
Lifting Strength: Below Average (Cannot lift physical objects)
Striking Strength: Below Average Class, higher with Incorporeal attacks
Durability: At least Wall level, possibly Small Building level (Can tank damage from Fireball and Burning Hands)
Range: Almost twenty meters
Standard Equipment: None
Intelligence: Average, though it lacks the capacity to speak intelligibly and can only babble, driving those around them insane
Weaknesses: Good-Aligned weaponry and spells
- Incorporeal Touch: While they cannot interact with physical objects, they can interact with that which is alive. Their touch drains the sanity of the target, and deals physical damage despite not being able to interact physically.
- Babble: The Allip constantly babbles unintelligible words to itself, driving all those within earshot insane.
- Madness: Any being that attempts to mentally detect or interact with the Allip (mind manipulation, telepathy, etc) is driven insane.