Medium Undead (Shapechanger), Neutral Evil
Armor Class 16 Natural Armor
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
17 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +8, WIS +7, CHA +7
Skills Intimidation +7, Perception +7, Stealth +7
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 17
Languages Telepathy 60 ft The languages it knew in life
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the alp fails a saving throw, it can choose to succeed instead.
Regeneration. The alp regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the alp takes radiant damage or damage from holy water, this trait doesn’t function at the start of the alp’s next turn.


Shapechanger. While the alp isn’t in sunlight or running water, it can use its action to polymorph into a Large or smaller beast or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the alp’s choice).
In a new form, the alp retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Spider Climb. The alp can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Telepathic Bond. The alp ignores the range restriction on its telepathy when communicating with a creature it has charmed or cursed with its bite. The two don’t even need to be on the same plane of existence.


Vampire Weaknesses. The alp has the following flaws:
Dream Sight. A creature that hasn’t slept for 24 hours can’t be detected by the alp’s blindsight.
Harmed by Running Water. The alp takes 20 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. The alp takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The Alp makes two attacks, only one of which can be a bite attack.


Claw (Alp Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Instead of dealing damage, the alp can grap- ple the target (escape DC 15).


Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the alp, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage and the target must suc- ceed on a DC 15 Charisma saving throw or be cursed and drop unconscious. The curse lasts until cured. While cursed, the target doesn’t regain hit dice from finishing a long rest, gains a Long-Term Madness (see chapter 8 in the Dungeon Master’s Guide), and whenever the target is unconscious, it has hor- rible nightmares and can only wake up if it takes damage from a source other than the alp’s bite or if another creature takes an action to shake it awake. In addition, if the target is cursed 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 curse ends. The target dies if this effect reduces its hit point maximum to 0. If the target dies while un- conscious and affected by the curse, the target rises as an alp after 24 hours unless the body is bathed in holy water.


Charm (Alp Form Only). One humanoid the alp can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. A target cursed by the alp’s bite has disadvantage on the saving throw. The charmed target obeys the alp’s verbal or telepathic commands. If the tar- get suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this alp’s Charm for the next 24 hours.
The alp can have only one target charmed at a time. If it charms another, the effect on the previous target ends.


Nightmarish Invasion. The alp targets one unconscious creature it has cursed on the same plane of existence. The target must succeed on a DC 15 Cha- risma saving throw or have its dreams mentally invaded by the alp. For the duration of the nightmarish invasion, the alp only takes half of any damage it would normally take, while the unconscious target takes the remaining half as psychic damage. The target can repeat the saving throw at the end of each of its turns, ending the nightmarish invasion on a successful save. The target cannot be awoken by any means while the invasion takes place.

Legendary Actions

The alp can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The alp regains spent legendary actions at the start of its turn.


Claw Attack. The alp makes a claw attack.
Bite Attack (Costs 2 Actions). The alp makes a bite attack. Charm (Costs 2 Actions). The alp uses its Charm action. Move. The alp moves up to its speed.

Description

Dream Feeders. Alps were once ordinary vampires but have since become twisted versions of their former selves due to the Shadowfell's corrupting influence. They no longer require blood to survive, instead feeding on the dreams and nightmares of lonely creatures. This could be an inebriated youth outside a tavern, a lost explorer in a dark forest, or a sleeping noble in their chambers.Alps have an intense hatred for elves and other creatures that don't sleep, often doing all they can to avoid them.


Seductive Shapechangers. Alps can assume the form of various beasts, and as such prefer to dwell in forests and grasslands, ideally next to humanoid settlements. Most frightening is that they retain their ability to speak while shifted in this way. They hence typically assume the form of a small beast and use their enchanting voice to entice animal-loving victims to venture further into the alp's territory.


Sadistic Hunters. While feeding on dreams is what sustains an alp, most of them also enjoy methodically killing whatever they deem as prey. A favorite tactic is sowing discord in an adventuring party by charming one of them while in the guise of a helpless animal, waiting to strike once they are all sound asleep next to a camp fire. Other times, they sneak into private residences, usually in the shape of a spider, feed on a victim's dreams, and then slay them mercilessly before slipping away into the night.

Monster Tags: undead

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