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Dungeons & Dragons/Monsters/Allip

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Allip Always Neutral Evil Undead Incorporeal Monster Manual v3.5 http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG10.jpg http://www.systemreferencedocuments.org/35/sovelior_sage/monstersA.html#allip In the Dungeons & Dragons role-playing game an allip is an undead creature, the spectral remains of someone driven to suicide by madness in life. They are found on any land, and underground, they are solitary, and carry nothing with them, despite having the intellect of a human.Allip – d20 System Reference Document entry Publication history The allip first appeared in the third edition Monster Manual. It also appeared in the 3.5 version of the Monster Manual. Use in Adventures Allips have been used as adversaries in various adventures, such as Paizo Publishing's GameMastery Module D1: Crown of the Kobold King. Appearance In the third edition Monster Manual, an allip is described as having the same features that it did in life, but greatly distorted. The mouth is twisted, and the eyes glow. From the waist down, it becomes much more gas-like, looking like a typical ghost- it has no legs, and trails off into 'vaporous nothingness'. It leaves a faint trail of fog behind it as it moves. The more recent Monster Manuals use the same image that was used in the earlier ones, despite it not matching the newer description. Madness Allips are incorporeal, and cannot deal any physical damage. When it hits a creature it deals Wisdom damage, and anyone trying to read an allip's mind, or do something similar, will take Wisdom damage as well. This is because, in Dungeons and Dragons, the Wisdom ability score is tied to sanity, and, as a creature loses Wisdom, it becomes more and more insane. Another aspect of the madness of the allip is the way that it constantly babbles incoherently. This can cause a hypnotic effect upon those who hear it.Williams, Skip, Jonathan Tweet, and Monte Cook. Monster Manual (Wizards of the Coast, 2000) Defenses Being incorporeal, allips are difficult to injure using normal weapons. They are also resistant to the turn and rebuke attempts of clerics.Monster Manual v3.5, page 10.. References deep