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.
Spellcasting. The allip uses Occult (Int) to cast spells (spell save DC 14, +6 to hit with spell attacks). It has 9 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
Maddening Touch (1/turn). Melee Spell Attack: +6 to hit, reach 1 m. Hit: 14 (4d6) psychic damage.
Whispers of Madness (1/turn). The allip chooses up to three creatures it can see within 10 meters of it. Each target must succeed on a DC 14 Will saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and undead are immune to this effect.
Howling Babble (Recharge 6). Each creature within 5 meters of the allip that can hear it must make a DC 14 Will saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9