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Dread Allip (CR +3)

Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions in undeath and madness. A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others. Dread allips enjoy suicides, and their mad ramblings are often interrupted by insane laughter when they witness another creature taking its own life.

A dread allip looks much like it did in life, but its body appears black and trails off in flame-like wisps of ectoplasm. The distinct features of the individual it once was are indistinguishable, but a person listening to the dread allip’s maddening speech might recognize a particular creature’s voice.

Creating a Dread Allip

“Dread allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher (referred to hereafter as the base creature) that commits suicide because of domination by a dread allip or at the command of some other creature.

A dread allip uses all the base creature’s statistics and special abilities except as noted here. Because they are incorporeal, dread allips cannot use or carry equipment of any kind.

Challenge Rating: Same as the base creature +3.

Alignment: Always neutral evil.

Size and Type: The creature’s type changes to undead with the appropriate augmented subtype, plus the Incorporeal subtype if the base creature does not already have it. Do not recalculate base attack bonuses, saves, or skill points. Size is unchanged.

Senses: A dread allip gains darkvision 60 ft.

Armor Class: A dread allip loses any armor or natural armor bonuses and gains a deflection bonus to Armor Class equal to its Charisma bonus or +1, whichever is higher. If the base creature already has a deflection bonus, use the higher value.

Hit Dice: Change all racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, dread allips use their Charisma modifiers to determine bonus hit points (instead of Constitution).

Saves: Dread allips use Charisma to modify Fortitude saves instead of Constitution.

Defensive Abilities: A dread allip gains the following defensive abilities.

Channel Resistance (Ex)

A dread allip has Channel Resistance +4.

Speed: A dread allip loses all the base creature’s speeds and gains a fly speed equal to the base creature’s highest speed, with perfect maneuverability.

Attack: The dread allip retains all the base creature’s natural attacks, and its weapon and armor proficiencies. However, all its attacks become incorporeal touch attacks, retaining the same primary or secondary status they had for the base creature. The 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 modifier rather than its Strength modifier applies to all its attack rolls.

Full Attack: A dread allip uses all its incorporeal touch attacks during a full attack.

Damage: The 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: The 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 effect. Every creature within 60 feet of the dread allip must succeed on a Will save (DC 10 + 1/2 dread allip Hit Dice + dread allip’s Charisma modifier) or be affected as though by a hypnotism spell for 2d4 rounds. Babble is a sonic, mind-affecting, compulsion effect. Any creature that successfully saves against the dread allip's babble cannot be affected 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 effect.

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 fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death. The new dread allip is under the command of the one that dominated it when it died. A standard allip can be advanced in HD to represent a more powerful creature, and this template 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 an attack of opportunity or a Reflex save (DC 10 + 1/2 dread allip’s hit dice + dread allip’s Charisma modifier) 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 Hit Dice level + dread allip’s Charisma modifier) 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. The dread allip can give the simple commands normal for the spell (“come here,” “go there,” “fight,” “stand still”), plus “commit suicide.” The “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 effect. 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. The 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 effect, 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 effect takes 1d6 points of Wisdom damage, though the effect 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.

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 modifier rather than its Strength modifier applies to all its attack rolls.

Special Qualities: The dread allip retains all the base creature’s special qualities that do not require corporeal contact with another creature.

Environment: Any.

Organization: Solitary, pair, or gang (3–5).

Treasure: None. Dread allips cannot use equipment.