b'Allip \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  48 (8d8 + 16)  Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX:  12 (+1)  CON:  14 (+2)  INT:  11 (+0)  WIS:  11 (+0)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +4,  Wis  +3  Damage Resistances  acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks.  Senses  passive  Perception  13  Languages  \xe2\x80\x94  Challenge  6 (2,300) \n'b' Special Traits \n'b'\n'b'  Incorporeal Movement . The allip can move through other creatures and object as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'  Madness . If the allip is targeted by a mind control or telepathic ability, the caster takes 15 (3d10) psychic damage and must make a DC 16  Wisdom  saving throw losing 1d4  Wisdom  points on a failure. A creature dropped to a  Wisdom  score of 0 dies and raises as an Allip 10 minutes later. \n'b'  Sunlight Sensitivity . While in sunlight, the allip has disadvantage on  attack  rolls, as well as on  Wisdom  (Perception) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b'  Claw .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) slashing damage and 10 (3d6) necrotic damage. \n'b'  Babble (Recharge 6) . All creatures within 20 ft. of the Allip that aren\xe2\x80\x99t  deafened  must make a DC 16  Wisdom  saving throw taking 20 (3d10 + 4) psychic damage and 1d4  Wisdom  drain on a failed save or half damage and no  Wisdom  drain on a success. Any creature who makes their save is immune to the allip\xe2\x80\x99s babble for 24 hours. A creature dropped to a  Wisdom  score of 0 dies and raises as an allip 10 minutes later.'