Page 117 - Mordenkainen's Tome of Foes Deluxe
P. 117

ALLIP
           When a mind uncovers a secret that a powerful being
            has protected with a mighty curse, the result is often the
            emergence of an allip. Secrets protected in this manner
            range in scope from a demon lord's true name to the
           hidden truths of the cosmic order. The allip acquires
           the secret, but the curse annihilates its body and leaves
           behind a spectral creature composed of fragments from
           the victim's psyche and overwhelming psychic agony.
             Blasphem ous Secr ets. Every allip is wracked with
            a horrifying insight that torments what remains of its
            mind. In the presence of other creatures, an allip seeks
            to relieve this burden by sharing its secret. The creature
           can impart only a shard of the knowledge that doomed
           it, but that piece is enough to wrack the recipient with
           temporary madness. The survivors of an allip's attack
           are sometimes left with a compulsion to learn more
           about what spawned this monstrosity. S trange phrases
           echo through their minds, and weird visions occupy                                                           •
           their dreams. The sense that some colossal truth sits
           just outside their recall plagues them for days, months,
           and sometimes  years after their fateful encounter.
             Undead Nature. An allip doesn't require air, food,
           drink, or sleep.

             INSIDIOUS  LORE
             An allip might attempt to share its lore to escape its curse
             and enter the afterlife. It can transfer knowledge from its
             mind by guiding another creature to write down what it
             knows. This process takes days or possibly weeks. An allip
             can accomplish this task by lurking in the study or work-
             place of  a scholar. If the allip remains hidden, its victim is
             gradually overcome by manic energy. A scholar,  driven by
             sudden insights to work night and day, produces reams of
             text with little memory of  exactly what the documents con-
             tain. If  the allip succeeds, it passes from the world-and
             its terrible secret hides somewhere in the scholar's text,
             waiting to be discovered by its next victim.



           ALLIP                                               Incorporeal Movement. The allip can move through other
           Medium undead, neutral evil                         creatures and objects as if they were difficult terrain. It takes 5
                                                                (ldlO) force damage if it ends its turn inside an object.
           Armor Class 13
                                                               A CTIONS
           Hit Points 40 (9d8)
           Speed 0 ft., fly 40 ft. (hover)                     Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
                                                               target. Hit: 17 (4d6 + 3)  psychic damage.
             STR     DEX     CON     INT    WIS     CHA
             6 (-2)   17 (+3)   10 (+O)   17 (+3)   15 (+2)   16 (+3)   Whispers of  Madness. The allip chooses up to three creatures it
                                                               can see within 60 feet of  it. Each target must succeed on a  DC
                                                               14 Wisdom saving throw, or it takes 7 (ld8 + 3)  psychic dam-
           Saving Throws  Int +6, Wis +5
           Skills Perception +5, Stealth +6                    age and must use its reaction to make a melee weapon attack
           Damage Resistances acid, fire, lightning, thunder; bludgeoning,   against one creature of  the allip's choice that the allip can see.
             piercing, and slashing from nonmagical attacks    Constructs and undead are immune to this effect.
           Damage Immunities cold, necrotic, poison
                                                               Howling Babble (Recharge 6).  Each creatu re within 30 feet of
           Condition Immunities charmed, exhaustion, frightened,
                                                               the allip that can hear it must make a  DC 14 Wisdom saving
             grappled, paralyzed, petrified, poisoned, prone, restrained
                                                               throw. On a failed save, a target takes 12 (2d8 + 3)  psychic
           Senses darkvision 60 ft., passive Perception 15
                                                               damage, and it is stunned until the end of  its next turn. On
           Languages the languages it knew in life
           Challenge 5 (1,800 XP)                              a successful save, it takes half as much damage and isn't
                                                               stunned. Constructs and undead are immune to this effect.

           CHAPTER 6  I BESTIARY
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