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View Full Version : Upping the Ante: The Allip



Fax Celestis
2006-11-09, 01:25 AM
Upping the Ante is about taking well-known (and probably weaker) creatures and making them more fearsome. That being said, here is the Allip!
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Allip
Medium Undead (Incorporeal)
HD 10 (65 HP)
Speed Fly 30 ft. (perfect); (6 squares)
Init: +7
AC 20; touch 20; flat-footed 19
(+3 Dex, +7 deflection)
BAB +5; Grp --
Attack Incorporeal touch +8 melee (1d6 Wisdom drain)
Full-Attack Incorporeal touch +8/+3 melee (1d6 Wisdom drain)
Space 5 ft.; Reach 5 ft.
Special Attacks Babble, Madness, Wisdom Drain
Special Qualities Darkvision 60 ft., incorporeal traits, +6 turn resistance, undead traits
Saves Fort +3 Ref +6 Will +9
Abilities Str --, Dex 16, Con --, Int 15, Wis 15, Cha 25
Skills Hide +13, Intimidate +13, Listen +13, Search +13, Spot +13, Survival +13 (+15 following tracks)
Feats Improved Initiative1, Weapon Finesse3, Hostile Mind6, Ability Focus (Wisdom Drain)9
Environment Any
Organization Solitary, or Horde (4-16)
Challenge Rating 10
Treasure None
Alignment Always neutral evil
Advancement 5-12 HD (Medium); As Undead
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 22 Will save or be affected as though by a hypnotism spell for 3d4 rounds. This is a sonic mind-affecting compulsion effect.

Creatures that successfully save cannot be affected by the same allip’s babble for 3 rounds. 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 1d6 points of Wisdom damage.

Wisdom Drain (Su)
An allip causes 1d6 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it heals 5 hit points. In addition, any creature struck by an allip's touch attack must succeed on a DC 24 Will save on each successful round or be drained of a further point of Wisdom. This continues each round until either the afflicted creature runs out of Wisdom (in which case it dies and rises as an allip in 3d3 rounds), or succeeds on a save.