Medium Aberration, Chaotic Evil
Armor Class 15 (Natural Armour)
Hit Points 50 (9d8 + 9)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
8 (-1)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +7, WIS +8
Skills Perception +12, Stealth +11
Damage Vulnerabilities Radiant
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Blindsight 120 ft., Passive Perception 22
Languages Limited telepathy allowing it to read the thoughts of any creature within 120 ft but not speak.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

Actions

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. 

Habitat: ForestUnderdarkUrban

JarrenDrahn

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