Alp
- Size
- Small
- Type
- Fey
- Challenge Rating
- 1
- Source
- Creature Codex
- Alignment
- Chaotic-Evil
- Armor Class
- 13
- Speeds
- 30
- Walking Speed
- 30
- Strength Score
- 12
- Dexterity Score
- 16
- Constitution Score
- 14
- Intelligence Score
- 10
- Wisdom Score
- 16
- Charisma Score
- 8
- Vision
- Darkvision (60ft)
- Languages Ref
- Common, Sylvan, Umbral
- Hit Points
- 44
- Condition Immunities
- Charmed, Exhaustion 1, Paralyzed, Unconscious
- Resistances
- Resistant to Cold Damage, Resistant to Necrotic Damage
- Languages
- Aethyrian Common, Sylvan
Small fey (shapechanger), chaotic evil
Armor Class 13
Hit Points 44 (8d6+16)
Speed 30 ft.
- STR
- 12 (+1)
- DEX
- 16 (+3)
- CON
- 14 (+2)
- INT
- 10 (+0)
- WIS
- 16 (+3)
- CHA
- 8 (−1)
Damage Resistances cold, necrotic
Condition Immunities charmed, exhaustion, paralyzed, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan, Umbral
Challenge 1 (200 XP)
Shadow Stealth. While in dim light or darkness, the alp can take the Hide action as a bonus action.
Shapechanger. The alp can use its action to polymorph into a Small or Tiny beast it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Sunlight Sensitivity. While in sunlight, the alp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting. The alp's innate spellcasting ability is Wisdom (spell save DC 13). The alp can innately cast the following spells, requiring no material components:
At will: invisibility (self only)
3/day each: silent image, sleep
1/day each: bestow curse, dream
Actions
Sleeper's Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and, if the target was sleeping or unconscious before it was hit, it must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. The creature must succeed on another saving throw on a following round to end the frightened condition.
Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.