Medium undead, neutral evil
- Armor Class
- 13
- Hit Points
- 40 (9d8)
- Speed
- fly 40 ft. (hover), 0 ft., canHover true ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Int +6, Wis +5
- Skills
- Stealth +6, Perception +5
- Damage Resistances
- acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- cold; necrotic; poison
- Condition Immunities
- charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained
- Senses
- darkvision 60 ft., passive Perception 15
- Languages
- the languages it knew in life
Traits
The allip can move through other creatures and objects as if they were 3. It takes 5 (1d10) force damage if it ends its turn inside an object.
The allip doesn't require air, food, drink, or sleep.
Actions
Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
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 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and Undead are immune to this effect.
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 (2d8 + 3) 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.