XP 800
CE Medium undead (incorporeal) Init +5; Senses darkvision 60 ft.; Perception +7 Aura babble (60 ft., DC 15) DEFENSES
AC 14, touch 14, flat-footed 13; (+3 deflection, +1 Dex)hp 30 (4d8+12) Fort +4, Ref +4, Will +4 Defensive Abilities incorporeal, channel resistance +2; Immune undead traits OFFENSE
Spd fly 30 ft. (perfect)Melee incorporeal touch +4 (1d4 Wisdom damage) Special Attacks touch of insanity STATISTICS
Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16Base Atk +3; CMB +3; CMD 17 Feats Improved Initiative, Lightning Reflexes Skills Fly +16, Intimidate +10, Perception +7, Stealth +8 Languages Common SQ madness SPECIAL ABILITIES
Babble (Su)An 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 15 Will save or be fascinated for 2d4 rounds. While a target is fascinated,
the allip can approach without breaking the effect, but an attack by
the allip breaks the effect. This is a sonic, mind-affecting compulsion
effect. Creatures that successfully save cannot be affected by the same
allip’s babble for 24 hours. The save DC is Charisma-based. Madness (Su)Anyone targeting an allip with thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.Touch of Insanity (Su)The touch of an allip deals 1d4 points of Wisdom damage. A successful critical hit causes 1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). On each successful attack, an allip gains 5 temporary hit points. |