Allip

Medium Undead, Neutral Evil
MPMM

AC 13

HP 40 (9d8)

Speed 0 ft., fly 40 ft. (hover), (hover)

STR

6 (-2)

Save -2

DEX

17 (+3)

Save +3

CON

10 (+0)

Save +0

INT

17 (+3)

Save +6

WIS

15 (+2)

Save +5

CHA

16 (+3)

Save +3

Saving Throws INT +6, WIS +5

Skills Perception +5, Stealth +6

Resistances Acid; Fire; Lightning; Thunder; Bludgeoning, Piercing, Slashing (from nonmagical attacks)

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

CR 5

Traits

Incorporeal Movement. 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.

Unusual Nature. The allip doesn't require air, food, drink, or sleep.

Actions

Maddening Touch. 6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Howling Babble (Recharge). Each creature within 30 feet of the allip that can hear it must make a 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.

Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a 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.