Regeneration. The Alp regains 10 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 vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the Alp's next turn.
Alp Weaknesses. The Alp has the following flaws:
Silver weapons can damage the Alp.
Yrden
Vampire oil
Moon dust
Black Blood
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. On a successful attack target must make a constitution saving throw Dc 13 or be dazed
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is [Tooltip Not Found] by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken.
Description
In many ways, alps are similar to two other species of intelligent vampires, mulas and bruxae, although seemingly less powerful than the latter. Silver used in form of weapons or chains, on the other hand, can hurt them and so they tend to avoid it. While resistant to sun along with mulas, bruxae, and Higher Vampires, they tan to almost black if affected by it too much. They have pointed ears, similar to elves.
They prefer to prey on sleeping people and creatures. They put targets to sleep by injecting a somniferous substance causing nightmares.
Previous Versions
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