all its attacks become incorporeal touch attacks, retaining the same primary or secondary status they had for the base creature. Th e dread allip gains a primary incorporeal touch attack if it has no other natural attacks.
A dread allip uses its primary incorporeal touch attack when making an attack action. Because an incorporeal creature has no Strength score, its Dexterity modifi er rather than its
Strength modifi er applies to all its attack rolls.
Full Attack: A dread allip uses all its incorporeal
touch attacks during a full attack.
Damage: Th e dread allip’s natural attacks no longer
deal normal damage. Instead, each incorporeal touch attack deals Wisdom drain, as indicated in the Special Attacks section.
Special Attacks: Th e dread allip loses all special attacks that require
corporeal contact but gains those described here. A dread allip cannot cast spells that require material components unless it has the Eschew Materials feat.
Babble (Su): A dread allip constantly mutters and whines to
itself, creating a hypnotic eff ect. Every creature within 60 feet of the dread allip must succeed on a Will save (DC 10 + 1/2 dread allip’s character level + dread allip’s Cha modifi er) or be aff ected as though by a hypnotism spell for 2d4 rounds. Babble is a sonic, mind-aff ecting, compulsion eff ect. Any creature
63
63
Creating a Normal Allip
You can use this template to create a creature that closely mimics the standard allip from the MM. To do so, simply alter the features of the dread allip template in the following ways.
• Th e allip does not gain the command allips, create spawn, or dominating trample abilities.
• Reduce the Wisdom drain and the damage the dread allip deals to 1d4 points each, and reduce the turn resistance to +2. • Th e CR adjustment is +2 instead of +3.
that successfully saves cannot be aff ected by the same dread allip’s babble for 24 hours.
When the dread allip casts a spell with a verbal component, its babble special attack is negated during casting, and any creature already hypnotized by it is freed of the eff ect.
Command Allips (Su): A dread
allip can automatically command all normal allips within 30 feet as a free action. Normal allips never attack a dread allip unless compelled.
Create Spawn (Su): A creature
that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfi lling an obviously self- destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death. Th e new dread allip is under the command of the one that dominated it when it died. A standard allip from the MM can be advanced in HD to represent a more powerful creature, and this template can also be used to turn a creature into a normal allip (see the Creating a
Normal Allip sidebar). Any creature
that becomes an allip or a dread allip regains its normal Wisdom score immediately thereafter.
Dominating Trample (Su): Once every 1d4 rounds, the dread
allip may dominate creatures simply by passing through them. As a standard action during its turn, it can take a single move in a straight line. Any creature it moves through can attempt either an attack of opportunity or a Refl ex save (DC 10 + 1/2 dread allip’s character level + dread allip’s Cha modifi er) to avoid the attack. A creature that fails to avoid the dominating trample must succeed on a Will save (DC 10 + 1/2 dread allip’s character level + dread allip’s Cha modifi er) or be controlled as if by the dominate monster spell (caster level 20th). Success renders a creature immune to that dread allip’s dominating trample for 24 hours.
Th e dread allip can give the simple commands normal for the spell (“come here,” “go there,” “fi ght,” “stand still”), plus “commit
suicide.” Th e “commit suicide” command is an exception to the normal restrictions against self-destructive orders. A creature ordered to commit suicide receives a second saving throw at a +15 bonus to break free of the domination eff ect. Failure means the creature must attack itself once per round with the
most damaging melee weapon or natural attack it possesses until ordered by the dread allip to do something else.
Treat this attack as a coup de grace against a helpless target. Th e target can attempt a new save with
the same +5 bonus every subsequent round that the domination continues. If the dread allip chooses to issue one of the other four commands
available to it and obedience would obviously be self-destructive, the dominated creature
gets a new saving throw to break free of the domination
eff ect, again with a +5 bonus, when the self-destructive nature of the command becomes apparent.
Madness (Su): Any creature
that targets a dread allip with a thought-detecting, mind-control, or telepathic eff ect takes 1d6 points of Wisdom damage, though the eff ect otherwise works normally.
Wisdom Drain (Su): Each of a dread
allip’s incorporeal touch attacks deals 1d6 points of Wisdom drain. A
creature reduced to 0 Wisdom becomes helpless until at least 1 point of Wisdom is restored.
Special Qualities: Th e dread
allip retains all the base creature’s special qualities that do not require corporeal contact with another creature and gains those described here.
Turn Resistance (Ex): A dread allip has turn resistance +4.
Abilities: Increase from the base creature as follows: Dex +2, Cha
+8. As an incorporeal undead creature, a dread allip has no Strength or Constitution score. Because an incorporeal creature has no Strength score, its Dexterity modifi er rather than its Strength modifi er applies to all its attack rolls.
Environment: Any.
Organization: Solitary, pair, or gang (3–5). Challenge Rating: Same as the base creature +3. Treasure: None. Dread allips cannot use equipment. Alignment: Always neutral evil.
Level Adjustment: Same as the base creature +6.