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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