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Allip
Size
Medium
Monster Race
Undead
Alignment
Neutral Evil
Armor Class
13
Hit Points
40 (9d8)
Speed
0m, fly 8m (hover)
Attributes
STR
6 (-2)
DEX
17 (+3)
CON
10 (+0)
INT
17 (+3)
WIS
15 (+2)
CHA
16 (+3)
Features
Saving Throws
Int +6, Wis +5
Skills
Perception +5, Stealth +6
Damage Resistance
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
cold, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
Darkvision 12m, passive perception 15
Languages
the languages it knew in life
Challenge
5 (1,800 XP)
Abilities
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.
Actions
Maddening Touch
Melee Spell Attack: +6 to hit, reach 1m, one target. Hit: 17 (4d6 +3) psychic damage.
Whispers of Madness
The allip chooses up to three creatures it can see within 12m of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 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.
Howling Babble (Recharge 6)
Each creature within 6m 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 affect.