What is an Allip in D&D 5e
The allip is an incorporeal undead creature that appears in D&D 5e as a lingering remnant of an intelligent being that died with unresolved issues or unfinished purposes. Found in ruins, crypts, haunted battlefields, and forgotten libraries, it is not a mindless zombie but a spectral intelligence driven by echoes of memory and compulsion. Because it is not an official monster in the core Player's Handbook, the allip is most commonly detailed in Volo's Guide to Monsters, where it is designed as a moderate-challenge undead foe. It is widely used by DMs as a narrative undead, especially in horror or mystery campaigns, and its abilities reward creative tactics and spell use.
Origin and Lore of the Allip
In the D&D multiverse, an allip forms when a sentient creature—typically a humanoid, fey, or monstrous intellect—dies while bound by powerful emotion, guilt, obsession, or an uncompleted duty. Rather than moving on to the afterlife, the psyche becomes trapped, animating the corpse as a silent, drifting wraith known as an allip. Many allips were scholars, leaders, or warriors who died without resolving their purpose, leaving them fixated on unfinished tasks or places of importance. Over time, the spirit erodes, leaving only a cold, echoing intelligence that lashes out at the living to alleviate its psychic unease. This origin makes the allip a compelling villain or tragic figure in campaigns that explore themes of legacy, regret, and closure.
Allip Mechanics and Stat Block
Mechanically, the allip is built around incorporeal movement, high Wisdom, and ability score drain, making it a durable and mentally hazardous opponent. Below is a compact breakdown of its core attributes, presented as a quick-reference table for DMs and players.
| Attribute | Verified Detail | Source Type |
|---|---|---|
| Challenge Rating | 5 (1,800 XP) | Volo's Guide to Monsters |
| Hit Points | 101 (14d8 + 42) | Volo's Guide to Monsters |
| Armor Class | 13 (natural armor) | Volo's Guide to Monsters |
| Speed | 0 ft., fly 60 ft. (incorporeal movement) | Volo's Guide to Monsters |
| Abilities | STR 6, DEX 14, CON 16, INT 10, WIS 17, CHA 16 | Volo's Guide to Monsters |
| Damage Resistances | Acid, Cold, Fire, Lightning, Thunder | Volo's Guide to Monsters |
| Damage Immunities | Poison, Necrotic | Volo's Guide to Monsters |
| Condition Immunities | Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned | Volo's Guide to Monsters |
| Senses | Darkvision 60 ft., passive Perception 24 | Volo's Guide to Monsters |
| Languages | Common, plus one language it knew in life | Volo's Guide to Monsters |
| Ability Score Save | Wis +8, Cha +5 | Volo's Guide to Monsters |
| Damage Threshold | 13 | Volo's Guide to Monsters |
Incorporeal Movement
The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. This trait makes it hard to block with melee attacks and encourages spells or effects that specifically target incorporeal creatures.
Legendary Resistance (3/Day)
If the allip fails a saving throw, it can choose to succeed instead once per short rest, up to three times. This represents its lingering mental fortitude and makes it resilient to repeated spellcasting focused on a single effect.
Life Drain
Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its ability score of the attacker's choice reduced by 1 (minimum of 1). If the score is reduced to 1, the target is incapacitated until it finishes a long rest. On a successful save, the target takes half damage and isn't ability-drained. This ability makes the allip especially dangerous to characters who rely on high ability scores for class features or spellcasting.
Tactics and Combat Behavior
In combat, the allip uses its flight and incorporeal movement to control space, staying at range to use Life Drain while avoiding opportunity attacks. It typically targets the most mentally resilient or strategically important opponent, attempting to cripple them with ability score drains. Because it hasLegendary Resistance, players must plan around potential rerolls or use multiple effects to pressure it. Area-of-effect spells that require saving throws, such as fear or damage spells, are efficient tools against the allip, especially when combined with effects that force concentration or impose penalties on saving throws.
Encounter Design and Usage
Because the allip is a CR 5 monster, it is suitable as a centerpiece for a challenging encounter for a party of four 10th-level characters or a pair of 11th-to 12th-level characters. It works well as a guardian of a ruined tower, an undead lingering in a battlefield, or a cursed scholar bound to a library. To increase tension, you can pair allips with lesser undead such as specters or ghosts, creating layered encounters where players must decide whether to engage the incorporeal threat directly or focus on more vulnerable foes.
Sample Encounter: The Forgotten Archive
- Setting: A collapsed university library buried beneath a city, filled with half-destroyed books and restless spirits.
- Allip: 1 (as a guardian bound to protect or haunt specific knowledge).
- Supporting enemies: 2 Specters (CR 1 each) and 1 Banshee (CR 5) for escalation.
- Environmental hazards: Rotting stairs that collapse, dim lighting, and pockets of magical silence that disrupt spellcasting.
Countering the Allip
Because the allip resists multiple damage types and is immune to poison and necrotic effects, parties relying on those damage types need alternate strategies. Spells and effects that require Wisdom or Charisma saving throws—such as Hold Monster, Fear, or Dominate Monster—can be powerful if the party can force the allip to act against its nature. Nonmagical attacks are ineffective, so emphasizing magical weapons or effects with truesight is essential for reliably targeting it. Effects that impose conditions like Stunned or Paralyzed can neutralize its ability score drain, since it cannot use Life Drain while incapacitated.
Homebrew and Variants
DMs can reskin or adjust the allip to fit specific campaign themes. For example, a fey-tainted allip might gain resistance to cold iron and advantage on Charisma (Deception) checks to mimic a lost loved one. A more martial undead variant could have a reduced fly speed and resistance to nonmagical bludgeoning, making it feel more like a haunted warrior than a spectral scholar. When creating variants, retain core traits like incorporeal movement and ability score drain to preserve the allip's identity and challenge rating.