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Monster

Allip

Medium Undead · Neutral Evil

Mordenkainen Presents: Monsters of the Multiverse Page 45
Armor Class 13
Hit Points 40 (9d8)
Speed Walk, Fly 40 ft. ((hover))
CR 5
STR 6 -2
DEX 17 +3
CON 10 +0
INT 17 +3
WIS 15 +2
CHA 16 +3

Traits

Incorporeal Movement

The allip can move through other creatures and objects as if they were Difficult Terrain. It takes 5 () Force damage if it ends its turn inside an object.

Unusual Nature

The allip doesn't require air, food, drink, or sleep.

Actions

Maddening Touch

Melee Spell Attack +6 to hit, reach 5 ft., one target. 17 () Psychic damage.

Howling Babble Recharge 6

Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 () Psychic damage, and it is until the end of its next turn. On a successful save, it takes half as much damage and isn't . Constructs and Undead are immune to this effect.

Whispers of Compulsion

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 12 () 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.
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