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This malignant cloud of shadows boils in the air, its skeletal maw eerily babbling as the creature's claws manifest from the darkness.

Allip CR 3

XP 800
CE Medium undead (incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +7
Aura babble (60 ft., DC 15)


AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
hp 30 (4d8+12)
Fort +4, Ref +4, Will +4
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits


Speed fly 30 ft. (perfect)
Melee incorporeal touch +4 (1d4 Wisdom damage)
Special Attacks babble, touch of insanity


Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16
Base Atk +3; CMB +4; CMD 17
Feats Improved Initiative, Lightning Reflexes
Skills Fly +16, Intimidate +10, Perception +7, Stealth +8
Languages Aklo, Common
SQ madness


Babble (Su)

An allip constantly mutters to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a DC 15 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect, but an attack by the allip does end the effect. Creatures that successfully save cannot be affected by the same allip's babble for 24 hours. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.

Madness (Su)

Anyone targeting an allip with a thought detection, mind control, or telepathic effect makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Touch of Insanity (Su)

The touch of an allip deals 1d4 points of Wisdom damage (DC 15 Will negates). A successful critical hit causes 1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). With each successful attack, an allip gains 5 temporary hit points. The save DC is Charisma-based.



Characters with ranks in Knowledge (Religion) can learn more about an allip. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Religion)

DC Result
13 This creature is an allip, the spectral remains of someone driven to suicide by madness. This result reveals all undead and incorporeal traits.
18 Though it can cause no physical harm, an allip's touch can drain away a victim's willpower. Also, an allip babbles incoherently to itself, and those who hear this babble can become hypnotized. Allips cannot, however, speak intelligibly.
23 It is dangerous to try to connect mentally with an allip, be that through thought detection, mind control or telepathy as an allip's mind is so tortured as to damage any other mind that touches it.

Bardic Knowledge

DC Result
13 The babble ability of an allip is a sonic effect and can be countered with bardic performance.

Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara


Scribbling Allip (+1 CR): Reports from reputable ghost hunters claim that some rare allips have developed the ability to physically manifest their babbled words into tangible, ectoplasmic script, expectorating their mutterings corporeally like tangled webs that drape across dungeon corridors and haunted hallways. This ability manifests as the web special attack. Adventurers attempting to read these web-like words must succeed at a DC 15 Will save or be fascinated for 2d4 rounds, just as if they were subject to the allip’s babble ability.

Pathfinder Campaign Setting: Undead Revisited. © 2011, Paizo Publishing, LLC. Authors: Eric Cagle, Brian Cortijo, Brandon Hodge, Steve Kenson, Hal Maclean, Colin McComb, Jason Nelson, Todd Stewart, and Russ Taylor.