Medium Aberration, Chaotic Evil
Armor Class 9
Hit Points 32 (4d8)
Speed 30 ft.
STR
12 (+1)
DEX
9 (-1)
CON
13 (+1)
INT
15 (+2)
WIS
18 (+4)
CHA
16 (+3)
Skills Deception +6, Intimidation +6, Stealth +4
Damage Resistances Necrotic, Piercing
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Exhaustion, Poisoned, Unconscious
Senses Blindsight 120 ft., Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Fade. If the alp takes damage, it and any other alp that can see it can teleport up to 15 ft. away in any direction. The Alp cannot teleport if its speed is 0.

Existing Partly in Dreams. The alp has a damage reduction of 50% to all ranged and spell damage. This multiplicatively stacks with its damage resistances.
Furthermore, the Alp exacts no zone of control.

Magic Resistance. The alp has advantage on saving throws against spells and other magical effects.

 
Actions

Multiaction. The alp uses Induce Sleep or Nightmare twice per turn, but not on the same target.

Induce Sleep. The target must make a Wisdom saving throw (DC 17) or fall unconscious for the next 2d2 turns.

Nightmare. The alp targets an unconscious enemy and deals (25 - Wisdom score) damage to its HP. This wakes up the target.

CarveAHole

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