Fear made Flesh. If a creature would deal sufficient damage to reduce an Alp to 0 hit points, that creature must make a DC 16 Wisdom saving throw, on a success the Alp is slain, on a failure the Alp survives with 1 hit point instead.
Regeneration. The Alp regains 10 hit points at the start of its turn as long as it has at least 1 hit point remaining.
Nightmare. One creature within 500 ft of the Alp must make a DC 16 Wisdom saving throw or fall unconscious for 1 hour. At the start of each of it's turns the creature suffers 4d10 psychic damage as horrendous nightmares plague it's sleep. At the end of that creatures turn it may repeat the saving throw, waking up on a success. Another creature may use their action to try to shake an unconscious creature awake, allowing it to repeat the saving throw with advantage.
Summon Shadows (Recharge 5 - 6). The Alp summons 2 shadows to any point within 120 ft of it. These shadows have 1 hit point, AC 15 and act at start of the Alps next turn. The shadow automatically deals 10 psychic damage to 1 creature within 5 ft of it each turn. If a creature attempts to leave it's control zone, it automatically suffers 10 psychic damage and it's speed is reduced to 0 for the rest of the turn, even if it used the disengage action.
Psychic Scream (Recharge 6). The Alp unleashes an unearthly screech of psychic energy. Every non Alp within 30 ft must make a DC 16 Wisdom saving throw taking 6d10 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails is also frightened of the Alp for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened effect on itself on a success.
Description
The Alp is a pale and haggard creature. It encroaches on settlements in the cover of night, invading the sleep of its helpless inhabitants with ghastly visions, and feeding on the fear and anguish of its victims like a parasite. Scholars speculate that Alps didn’t always look and behave like they do now; most Alps have eye sockets, but no eyes, and mouths with teeth, but only a rudimentary digestive system. Their pale skin peels like old parchment, their bones are frail, and their insides are dark and show signs of decay. Perhaps the Alp is the victim of an ancient curse, or perhaps it simply evolved from a different creature to the nocturnal predator it is now. Whatever it is, don’t fall asleep!
It's skeletal frame is covered in rubber white skin that seems impervious to most weapons, easily regenerating from even the most grievous injuries. Bony protrusions grow from it's back, shoulders and head. Where it's eyes should be is a blank expanse of white flesh. It's lip less mouth filled with crooked yellow teeth. Whispers herald an Alps appearance and should an Alp be slain it lets out an unearthly scream.
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Posted Dec 7, 2019Hi, I'm the creator of this and wanted to give a few suggestions for anyone thinking of using Alps. I made a few changes for when I used this in my own game.
First of all the challenge rating is inaccurate, it was intended as a placeholder but I forgot to change it before I published. It is probably closer to around a CR8 individually.
Second, Alps work best in small groups. 2-4 can maintain multiple shadows to bog down adventurers and keep them away since they are frail when in direct combat. Also, consider the composition of your party, If there is an elf in the group or other PC immune to sleep effects they might not perform as well.
Finally, if you want to make them a little more challenging, I suggest giving them a multi action. Allow them to use Nightmare and Summon Shadows (when available) as 1 action.
Other suggestions include an alert type feature that gives them advantage on initiative rolls and prevents them from being surprised as they rely heavily on stealth and summoning shadows before the party can react. Alternatively, a reaction effect that enables them to teleport between areas of dim light when they take damage can also keep them out of danger.