Do you use the allip as-is?

Whizbang Dustyboots

Gnometown Hero
The allip is a CR3 incorporeal creature (thus with a touch attack) that permanently drains Wisdom. This seems a little powerful to me (three hits from an allip should be able to reduce the majority of level 3 characters to Wisdom 0, and their allies will have to get them healed, which is likely to cost more money than the character has at that point in their career), which might be why I've never heard of anyone using the monster before now.

I've previously heard of people suggesting changing the drain to Wisdom damage, but bumping the die from 1d4 drain to 1d6 damage. Has anyone tried this, and how well did it work?
 

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I always get drain and damage confused as it is, so I've always done it as damage. that seems to be the best way to treat it. No change in the amount of damage, just change from (edited from to) drain.
 
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Haven't used one, but I'd be willing to. The CR's just right, IMHO.

1) It can't kill you. Unlike a shadow's strength damage, once you're at 0 WIS, you're just nuts, and the allip can't hurt you any more.

2) The entire drain can be stopped by a single casting of a 4th level spell, costing 380gp in standard PHB prices. That's hardly beyond a 3rd level party's resources. What's more, it makes the allip largely irrelevant past 7th level, which again is appropriate for a 3CR monster.

3) A wight can do permanent level drain, and that's CR3 as well.
 

Huw said:
Haven't used one, but I'd be willing to. The CR's just right, IMHO.

1) It can't kill you. Unlike a shadow's strength damage, once you're at 0 WIS, you're just nuts, and the allip can't hurt you any more.


Actually, per the SRD "A character with Intelligence, Wisdom, or Charisma 0 is unconscious."
And since Drain doesn't come back, if your party is unable to get you back, you're dead. You'll either starve or something eats you while you're comatose...
 

Whizbang Dustyboots said:
The allip is a CR3 incorporeal creature (thus with a touch attack) that permanently drains Wisdom. This seems a little powerful to me (three hits from an allip should be able to reduce the majority of level 3 characters to Wisdom 0, and their allies will have to get them healed, which is likely to cost more money than the character has at that point in their career), which might be why I've never heard of anyone using the monster before now.

I've previously heard of people suggesting changing the drain to Wisdom damage, but bumping the die from 1d4 drain to 1d6 damage. Has anyone tried this, and how well did it work?
I switched the drain to damage, but still allow the allip to gain the temporary HP the drain would have given.

I didn't up the die since that could lead to taking folks out of combat really fast. I do read allip's babble as as a daze effect that you snap out of when you are attacked / damaged.

I also upped madness a bit.

Madness (Su)Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom drain. Those who sleep or otherwise rest near the center of an area an allip haunts [within 120', measured as an incoporeal creature can move] must roll a will save [1/2 the Allip's HD + cha mod] or suffer 1d4 wisdom damage when awakening.

Thus an allip's presence alone could drive an entire mansion insane without having to chase down individuals. Making it a nice find-the-boss monster for a lowish level party.
 
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I haven't used one yet but my players are currently running through Madness in Freeport. There is one in that adventure that I am certain they will come across soon. I never actually noticed the difference between the ability damage and ability drain before this thread. There certainly a big difference between the two though. Even still I don't know if it is out of line for a CR 3 creature.

Olaf the Stout
 


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