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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8553619" data-attributes="member: 53176"><p><h4>Allip (MToF)</h4><p></p><p>Allips are Spooky Ghosts that were created because of a powerful curse that protects the deepest secrets of the universe, like Demon Lord True Names, or the truths behind the cosmic order (such as some guy named Bob and his friends sit around a table eating chips and rolling dice to determine the fates of everyone. )</p><p></p><p>The given plot hook for these accursed information brokers is that they are haunting some scholar, and causing said scholar to write down their secret as encoded in several reams worth of documents. This cipher will break the curse for the Allip (allowing them to pass on), but potentially cause problems for the scholar who has their life hijacked in the meantime. Another obvious problem is the dangerous knowledge just sitting in some private library, waiting for any poor soul to find and repeat the tragedy all over again. </p><p></p><p>As a twist to this story, you could have the Allip know something that the PC’s need, which causes them to hunt down the creature to extract the information from it, preferably without transferring the curse.</p><p></p><p>When forced into combat, the ghastly gossip will lead the attack by dropping a truth bomb with their Howling Babble power, doing a smattering of AoE damage and fishing for some stuns. In subsequent rounds, it will continue to spill the beans as best it can by using Whispers of Compulsion to spread more damage and potentially trigger some friendly fire on the PCs. Though they have a melee attack, they will likely never use it unless someone is running away from them, instead opting to use Whispers until they can recharge the Babble. The Allip has 40’ of hover speed, and the ability to walk through creatures and objects, meaning it should never be cornered or in an unfavorable position. This isn’t to say that the unlucky loremasters can’t stand up to a beat down, at CR 5 they have resistance or immunity to 10 damage types, with only force, psychic, radiant, or magical weapon damage hurting in full. Likewise they are immune to 9 different conditions, putting quite the cramp on slowing them down without damage. But that does raise an interesting question: What happens when you re-dead the Allip? Do they get to pass on? Are they annihilated from existence? Do they re-apparate sometime later and try it all again? Personally, I am in favor of the curse keeping them locked into existence, if only because the curse is supposed to be extremely powerful. </p><p></p><p>The Allip had a few changes for the changeover. Firstly, the addition of Unusual Nature allows it to forgo bodily functions like an undead should. Secondly, it’s Whispers of Madness power had it’s damage raised and it’s name changed into Whispers of Compulsion.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8553619, member: 53176"] [HEADING=3]Allip (MToF)[/HEADING] Allips are Spooky Ghosts that were created because of a powerful curse that protects the deepest secrets of the universe, like Demon Lord True Names, or the truths behind the cosmic order (such as some guy named Bob and his friends sit around a table eating chips and rolling dice to determine the fates of everyone. ) The given plot hook for these accursed information brokers is that they are haunting some scholar, and causing said scholar to write down their secret as encoded in several reams worth of documents. This cipher will break the curse for the Allip (allowing them to pass on), but potentially cause problems for the scholar who has their life hijacked in the meantime. Another obvious problem is the dangerous knowledge just sitting in some private library, waiting for any poor soul to find and repeat the tragedy all over again. As a twist to this story, you could have the Allip know something that the PC’s need, which causes them to hunt down the creature to extract the information from it, preferably without transferring the curse. When forced into combat, the ghastly gossip will lead the attack by dropping a truth bomb with their Howling Babble power, doing a smattering of AoE damage and fishing for some stuns. In subsequent rounds, it will continue to spill the beans as best it can by using Whispers of Compulsion to spread more damage and potentially trigger some friendly fire on the PCs. Though they have a melee attack, they will likely never use it unless someone is running away from them, instead opting to use Whispers until they can recharge the Babble. The Allip has 40’ of hover speed, and the ability to walk through creatures and objects, meaning it should never be cornered or in an unfavorable position. This isn’t to say that the unlucky loremasters can’t stand up to a beat down, at CR 5 they have resistance or immunity to 10 damage types, with only force, psychic, radiant, or magical weapon damage hurting in full. Likewise they are immune to 9 different conditions, putting quite the cramp on slowing them down without damage. But that does raise an interesting question: What happens when you re-dead the Allip? Do they get to pass on? Are they annihilated from existence? Do they re-apparate sometime later and try it all again? Personally, I am in favor of the curse keeping them locked into existence, if only because the curse is supposed to be extremely powerful. The Allip had a few changes for the changeover. Firstly, the addition of Unusual Nature allows it to forgo bodily functions like an undead should. Secondly, it’s Whispers of Madness power had it’s damage raised and it’s name changed into Whispers of Compulsion. [/QUOTE]
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