b'Allip \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  12  Hit Points  45 (7d8+14)  Speed  fly 30 ft. (hover)\n'b' STATS STR: 2 (-4) DEX:  14 (+2)  CON:  15 (+2)  INT:  11 (+0)  WIS:  11 (+0)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  10  Languages  Common, Deep Speech  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Incorporeal Movement . The allip can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The allip attacks once with its touch of madness, and then uses babble. Touch of Madness.  Melee Weapon Attack : +5 to hit, 5 ft. reach, one target.  Hit : 17 (4d6 + 3) psychic damage. The allip regains  hit points  equal to that amount of psychic damage taken by the target. If the psychic damage reduces the target to  0 hit points , the target is stable but  paralyzed  for 1 hour, and suffers the effects of long-term madness. \n'b'  Babble . The allip mutters to itself, creating a hypnotic effect. Creatures within 60 feet that can hear the allip, other than other allips, must succeed on a DC 13  Wisdom  saving throw. On a failed saving throw, a creature is  charmed  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the allip\xe2\x80\x99s babble for the next 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b'  Madness . When a creature targets the allip with a thought detection, makes telepathic contact, or tries to make the allip  charmed , the allip inflicts 5 (1d10) psychic damage on the creature. \n'b'\n'b' ABOUT \n'b' Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. These unfortunates, known as allips, suffer from the violent and incurable insanity they faced in life and take out their terror, confusion, and rage upon the living. They reach out to those they encounter-possibly in wrath, but also perhaps oblivious to their own insane nature-spreading the psychoses that led to their own untimely deaths. \n'b'  Spirit of Madness . Allips often seek to harm those who played a part in causing their mad, unholy condition. When faced with such foes, an allip ignores all other targets that confront it in favor of its hated enemies, attacking them until its tormentors have been forced into a vacant stupor. Alas, such vengeance does not put the allip to rest, but simply serves to further fuel its madness as it finds itself trapped in a world now no longer even holding the satisfaction of vengeance.'