The Allip is a creature from days of D&D past, a lonely ghost driven to madness and suicide. Babbling spirits the players must avoid or risk their sanity to destroy certainly have merit, but I decided to tweak it slightly here. Along with updates to the latest edition’s stats, a new backstory implies allips are literally torn between ethereal plans – an unfortunate side effect of breaking from their chosen alignment. This approach raises potential for interesting side quests, and doubles as a threat for players who think alignments are polite suggestions. “Be Lawful Good, or you may just become a Cursed Allip when you die!”
The artwork is produced by our friends at ArcKnight, producers of Flat Plastic Miniatures and other RPG supplements. Keep an eye on their site if you’d be interested in picking up an Allip mini of your own!
A pay-what-you-want, OGL compatible PDF of The Cursed Allip can be found at DriveThruRPG. You can also support our Weekly Beasties by giving to our Patreon page. The Beastie itself can be found below:
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 26 (4d12)
Speed Fly 30 ft.
STR 7 (-2) DEX 12 (+1) CON 10 (+0) INT 11 (+0) WIS 11 (+0) CHA 12 (+1)
Saving Throws Dexterity, Constitution, Wisdom
Damage Resistances Acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-medical attacks
Damage Immunities Cold, necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 10
Proficiency Bonus +2
Challenge 1/2 (100 XP)
Babble. A cursed 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 16 Wisdom save or be affected as though incapacitated for 2d4 rounds.
Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours.
Ethereal Sight. A cursed allip can see 60 feet into the Material Plane, or vice versa.
Etherealness. The cursed allip constantly flickers between the Ethereal Plane and Material Planes. All physical attacks and skill checks made against the cursed allip are disadvantaged.
Madness. Anyone targeting a cursed allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and immediately takes 1d4 points of Wisdom damage. The mental connection, however, remains established. The character must make a DC 16 Wisdom save with their adjusted modifier each round to break the link. They regain Wisdom at a rate of 1 per day for each long rest until fully restored.
Wisdom Drain. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1d4) Wisdom damage. The target regains Wisdom at a rate of 1 per day for each long rest until fully restored.
What happens to those poor creatures who neglect the gods or their alignments? If they are unlucky enough to die without recommitting themselves to a fixed path they may find themselves on a razor’s edge – neither Good or Evil, but too passionate to dwell in purgatorial realms. This delicate state can shred the psyche of indecisive souls, leaving behind mad shades which are almost impossible to reason with.
These cursed allips exist on multiple planes at once, flickering in and out of existence and warping the minds of nearby creatures. They have no fixed lairs, but some are drawn locations from past while others are attracted to powerful magics echoing across planes.
Sadly, their lack of purpose means cursed allips have little purpose in the grand scheme of reality. Some scholars have tried to argue a deeper meaning for their existence, but in all practical terms there are nuisances at best and fatal hazards at worst. Fortunately for monster hunters, this means cursed allips tend to be lucrative bounties.