Allip
- Armor Class
- 5 [14]
- Hit Dice
- 6
- Attacks
- Touch (energy drain)
- Special
- insane babbling paralysis, energy drain heals 1d6 hp, undead immunities, turned as mummy, mind-reading backlash, immune to sleep/charm/hold
- Move
- Fly 9
- HDE/XP
- 8/800
Description
An Allip is the spectral undead form left behind by a suicide, still afflicted by the madness that afflicted it in life. An allip is not entirely mindless, but it is quite insane.
The insane babbling of an allip causes all creatures within 60 feet to make a saving throw or stop and stare blankly, unable to move, attack, or defend for one round. Anyone who saves successfully will be unaffected by the allip's babble for 24 hours. An allip's touch does no direct physical damage, but instead drains one energy level; further, the allip regenerates 1d6 hit points for each level drained. As with all undead, an allip can be Turned by a Cleric (as a mummy), and is immune to Sleep, charm or hold spells. Anyone using mind-reading magic against one will suffer energy drain just as if touched. An allip is insanely fearless and always fights until destroyed.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.