Innate Spellcasting. The alp's innate spellcasting ability is Charisma (spell save DC 14). The alp can innately cast the following spells, requiring no material components:
At will: dream, gaseous form (self only), hypnotic pattern, sleep (3rd-level version)
Shapechanger. If the alp isn't in sunlight, she can use her action to polymorph into a Medium female humanoid or back into its true form. While in humanoid form, her statistics, are the same. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Elusive. Attack rolls made against the alp have disadvantage unless the alp is incapacitated or restrained. No attack roll has advantage against the alp while she isn’t incapacitated.
Vampire Weaknesses. The vampire has the following flaws:
- Blood Addiction. If the temptation for blood is strong (an open wound, the smell of blood), the vampire has disadvantage on blood frenzy saving throws. In the presence of the blood of a virgin, the vampire fails automatically.
- Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The alp makes three melee attacks, only one of which can be a bite attack.
Claws (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 6) slashing damage. Instead of dealing damage, the alp can grapple the target (escape DC 14).
Bite (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature that is grappled by the alp, incapacitated or restrained. Hit: 9 (1d6 + 6) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the alp regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Description
Alp
Folktales tell the tragic story of the noble and mysterious eladrin race, elves from Feywild. Its said that when an eladrin loose all hope and takes its own life, a living nightmare is created. Dreams are powerful things in the Feywild, gaining a will of their own. The nightmare will travel through time and planes, seeking a desperate elf, usually a virgin if the legend is to be believed. The unfortunate fair-folk will die of exhaustion in the following days, ceaselessly tormented by visions of death. The following night, it will raise as an alp vampire.
Few other monster inspires so many myths and fallacies as the alp. Folktales describe their charms and their beautiful, seductive voices, as well as their loathing of virgins. What is true beyond any doubt is that they move without a sound and attack by surprise, rarely giving their victims as much as a chance to scream in terror.
Blood Addict. As higher vampires, alps, or alpor as they are also called, don't need blood to survive but are extremely addicted to it. Of all the higher vampires, alp is the weakest when it comes to controlling their darkest urges. They lack the restraint and manipulative skills of the bruxa or the cunning edge of the katakan, making it very difficult for them to hide in the midst of civilization. To indulge in their addiction alps rely mostly on the poor judgement or social isolation of their prey, hunting lonely men, drunkards or notorious perverts.
She-Devil. Alps, just like bruxae, are womanoid, exclusively appearing as female creatures. They have the power to change into a beautiful female humanoid, often an elf, and for this reason they are commonly mistaken for succubi, people believing them to be lecherous and inclined to seduce handsome young men. Some even pretend they are able to turn into a black dog or a venomous toad, but this is pure nonsense.
Home Invader. If cornered, alps are more than capable fighters, their natural magical abilities allow them to daze and feed on their prey easily and their hands end in dangerous claws. Truthfully though, alps prefer to attack unconscious victims. They will sneak into bedrooms at night, draining the blood of the sleeper and leave before dawn. The alp will then return the following nights to feed again on the same victim until it's caught or the victim dies. For some unknown reason, alps seem to develop a mystical connection with their sleeping victims, having a hard time letting them go. This weakness can be used against the alp, for it makes its behaviour somewhat predictable.
Between Beasts and Men. Alps are ambiguous vampires, they cannot stand to be too far from humanity, as they need to satisfy their blood addiction, nor can they hide directly among men, due to their lack of control. Therefor an alp is reduced to share the same refuges and lairs as lesser vampires, lurking between the world of men and beasts. To the contrary of lesser vampires, alps do care for comfort and will build their lair accordingly, garnishing it with furniture and accommodations, even art sometimes.
Optional: Dream Haunting
A living humanoid bitten by an alp vampire while asleep is under the effect of the alp's curse. While under the curse the creature will receive vivid erotic dreams about a beautiful elven woman during its rest, lusting over her even while awake. A creature under the effect of the curse has small, red marks on its scalp. The curse is lifted if the alp dies or a remove curse spell is cast on the creature.
- Each time the creature takes a long rest it must succeed on a DC 15 Wisdom saving throw, with disadvantage if the alp bit it that night, or gain a level of exhaustion and gain no benefits from its long rest.
- While the creature is under the effect of the curse, the alp that bit it gains a supernatural sense, allowing it to know the distance to and direction of the creature, unless the two of them are on different planes of existence. If the creature dies, the alp knows.
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