
“ | 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 |
Summary
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 revenge on the living, attempting to get vengeance on those who pushed them over the edge.
Powers and Stats
Tier: Varies from at least 9-B, possibly 9-A to 9-A to collectively at least High 8-C, likely 8-B, possibly 8-A
Name: Allip
Origin: Dungeons and Dragons
Gender: Varies
Age: Varies
Classification: Medium Undead (Incorporeal)
Powers and Abilities:
Superhuman Physical Characteristics, Immortality (Types 1 and 7), Self-Sustenance (Type 1, 2 and 3; Undead do not need any sustenance[1]), Passive Energy Absorption (An Undead's mere existence siphons heat and life[2]), Damage Reduction (Shown here[3]), Incorporeality (Are an[4] incorporeal[5] entity[6]), Non-Physical Interaction (As an incorporeal entity they can touch other incorporeal creatures[5]), Enhanced Senses (Have night vision[3]), Madness Manipulation (Types 2 and 3; Detecting the thoughts of an Allip drives the user mad[5]), Flight (Shown here[3]), Mind Manipulation (Can manipulate and harm one's mind through their touch and voice[3]), Stealth Mastery (Shown here[3]), Social Influencing (Are skilled in intimdation[4]), Statistics Reduction, Statistics Amplification (Via Wisdom Drain[4])
As Undead they have Extreme Resistance to Death Manipulation and Soul Manipulation (Get healed by spells that use Negative energy such as Inflict Wounds[7] and all undead draw their powers from the Negative Plane which is the antithesis to life[2]), Mind Manipulation, Poison Manipulation, Sleep Manipulation, Paralysis Inducement, Status Effect Inducement, Pressure Points, Energy Drain (All shown here[1]), Pain Manipulation (Undead are unlikely to feel any pain[8]), minor Resistance to Temperature Manipulation (Undead can endure being in extreme climates far better than humans[9]), they also have Extreme Resistance to Life Manipulation, Soul Manipulation (Have a +2 turn undead[4] which uses energy from the Positive Energy Realm[10]), Acid Manipulation, Temperature Manipulation, Electricity Manipulation, Sound Manipulation, Empathic Manipulation, Sleep Manipulation, Fear Manipulation, Petrification (All shown here[3])
Attack Potency: Varies from at least Wall level, likely Small Building level (Weaker Allip are a CR 3[4] monster in 3.5e, making them stronger than the Rothé) to Small Building level+ (Stronger Allip are a CR 5[3] monster in 5e, making them on par with casters of Conjure Barrage) to collectively at least Large Building level (Hordes of Allip are CR 11[11] 3.5e making on par with casters who can use Freezing Sphere), likely City Block level (Some comparable casters have managed such levels of power via the Control Water spell), possibly Multi-City Block level (Comparable to casters of Disintegrate, which can destroy a large temple)
Speed: Varies from Subsonic (Comparable to beings capable of dodging point blank arrows) to Hypersonic+ with High Hypersonic+ reactions (Keep up with adventurers who can dodge lightning) to Relativistic+ (Can react to Anger of the Noonday Sun), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat), higher via Improved Initiative and Lightning Reflexes[4]
Lifting Strength: Unknown, possibly Above Average Human (Their incorporeal nature makes moving objects difficult, however in 5e they have a strength score of 6[3] which should let them at max push 81.6466 kg)
Striking Strength: Unknown
Durability: Varies from at least Wall level, likely Small Building level to Small Building level+ to collectively at least Large Building level, likely City Block level, possibly Multi-City Block level
Stamina: Infinite (Require no sustenance and never get tired[3])
Range: Varies from Standard Melee Range to Tens of Meters
Standard Equipment: None notable
Intelligence: Varies from Average (Weaker Allip have an intelligence and charisma scores of 11[4] making them on par with average humans[12]) to Genius (Stronger individual Allips have an intelligence score of 17[3] making them near peak human intelligence[13])
Weaknesses: Holy water has a 50% chance of hitting them[5]
Notable Attacks/Techniques:
- Babble/Howling Babble: The Allip constantly babbles unintelligible words to itself, driving all those within earshot insane, harming and stunning them. These babbles affect everyone within 60 feet.
- Incorporeal Touch/Wisdom Drain: While they cannot interact with physical objects, they can interact with what is alive. Their touch drains the sanity of the target and deals physical damage despite not being able to interact physically. This touch also temporarily bolsters the Allip's ability to take hits.
- Madness: Any being that attempts to detect or interact with the Allip mentally is driven insane.
Notable Matchups
Victories:
Losses:
Inconclusive:
References
- ↑ 1.0 1.1 Monster Manual 3.5e Page 317
- ↑ 2.0 2.1 Libris Mortis: Book of Undead 3.5e Page 7
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 Mordenkainen Presents Monsters of The Multiverse Page 45
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Monster Manual 3.5e Page 10
- ↑ 5.0 5.1 5.2 5.3 Monster Manual 3.5e Page 310
- ↑ Monster Manual 3.5e Page 311
- ↑ Libris Mortis 3.5e Page 10
- ↑ Open Grave 4e Page 10
- ↑ Open Grave 4e Page 12
- ↑ Monster Manual 3.5e Page 159
- ↑ Dungeon Magazine 137 Page 69
- ↑ Player's Handbook 3.5e Page 9
- ↑ Player's Handbook 5e Page 171
Discussions
Discussion threads involving Allip |