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Alp

Adversaries Designed by Phischi

Adversary overview

In combat alps display preternatural speed and incredible stamina. One must aim one's sword with great precision, for alps are unequalled in the art of evading blows.

Folktales tell the tragic story of the noble and mysterious eladrin race, elves from the Feywild. Its said that when an eladrin loose all hopes and take its own life, a living nightmare is created. Dreams are powerful things in the Feywild, gaining a will of their own. The nightmare will travel through time and planes, seeking a desperate elf, usually a virgin if the legend is to be believed. The unfortunate fairfolk will die of exhaustion in the following days, ceaselessly tormented by visions of death. The following night, it will raise as an alp vampire.

Few other monster inspires so many myths and fallacies as the alp. Folktales describe their charms and their beautiful, seductive voices, as well as their loathing of virgins. What is true beyond any doubt is that they move without a sound and attack by surprise, rarely giving their victims as much as a chance to scream in terror. Blood Addict. As higher vampires, alps, or alpor as they are also called, don’t need blood to survive but are extremely addicted to it. Of all the higher vampires, alp are the weakest when it comes to controlling their darkest urges. They lack the restrain and manipulative skills of the bruxa or the cunning edge of the katakan, making it very difficult for them to hide in the midst of civilization. To indulge in their addiction alps rely mostly on the poor judgement or social isolation of their prey, hunting lonely men, drunkards or notorious perverts.

Alps, just like bruxae, are womanoid, exclusively appearing as female creatures. They have the power to change into a beautiful female humanoid, often an elf, and for this reason they are commonly mistaken for succubi, people believing them to be lecherous and inclined to seduce handsome young men. Some even pretend they are able to turn into a black dog or a venomous toad, but this is pure nonsense.

If cornered, alps are more than capable fighters, their natural magical abilities allow them to daze and feed on their prey easily and their hands end in dangerous claws. Truthfully though, alps prefer to attack unconscious victims. They will sneak into bedrooms at night,
draining the blood of the sleeper and leave before dawn. The alp will then return the following nights to feed again on the same victim, until it’s caught or the victim dies. For some unknown reason, alps seem to develop a mystical connection with their sleeping victims, having a hard time to let them go. This weakness can be used against the alp, for it makes its behavior somewhat predictable.

Alps are ambiguous vampires, they cannot stand to be too far from humanity, as they need to satisfy their blood addiction, nor can they hide directly among men, due to their lack of control. Therefor an alp is reduced to share the same refuges and lairs than lesser vampires, lurking between the world of men and beasts. To the contrary of lesser vampires, alps do care for confort and will build
their lair accordingly, garnishing it with furniture and accommodations, even art sometime.

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
9
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Melee
Damage: 2d8+6
Attack Mod: +4
Damage Type: Physical

Features

Passives

  • Relentless (2)

    This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.

  • Weakness to Sunlight

    When the Alp is spotlighted and exposed to sunlight, it marks 1 Stress and 1 HP.

  • Elusive

    Attack rolls made against the alp have disadvantage unless the alp is incapacitated or restrained.

Actions

  • Shapeshifter
    stress 1

    Mark a Stress: If the alp isn't in sunlight, she can polymorph into a Medium female humanoid or back into its true form. While in humanoid form, her statistics, are the same. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

  • Sweet Dreams
    fear 1

    Spend a Fear: The Alp targets a creatures within Very Close range and casts a sleeping spell on them. The target must make a Knowledge Reaction Roll (18) to avoid being temporarily put to sleep.
    Sleep: The target is vulnerable and cannot move or act. Also being put to sleep removes 1 Stress from the target. The condition is removed once the target is attacked (by any source). The target then gains the condition Waking Up.
    Waking Up: The target marks 1 Stress. They are vulnerable until they take the spotlight.

  • Nightmares
    fear 1

    Spend a Fear: The Alp targets a creature that is sleeping. The creature marks 1 Stress.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

Motives & tactics

Blood Addict She-Devil Home Invader Between Beasts and Men Dream Haunting

Experiences

Alp

Tier 2 solo

In combat alps display preternatural speed and incredible stamina. One must aim one's sword with great precision, for alps are unequalled in the art of evading blows.

Motives & Tactics: Blood Addict, She-Devil, Home Invader, Between Beasts and Men, Dream Haunting

Difficulty: 15 | Thresholds: 14 / 26 | HP: 9 | Stress: 5

ATK: +4 | Claws: Melee | 2d8+6 Physical

Experience:

HP:

Stress:

Features

Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

Relentless (2) – Passive: This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.

Shapeshifter – Action: Mark a Stress: If the alp isn't in sunlight, she can polymorph into a Medium female humanoid or back into its true form. While in humanoid form, her statistics, are the same. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Weakness to Sunlight – Passive: When the Alp is spotlighted and exposed to sunlight, it marks 1 Stress and 1 HP.

Sweet Dreams – Action: Spend a Fear: The Alp targets a creatures within Very Close range and casts a sleeping spell on them. The target must make a Knowledge Reaction Roll (18) to avoid being temporarily put to sleep. Sleep: The target is vulnerable and cannot move or act. Also being put to sleep removes 1 Stress from the target. The condition is removed once the target is attacked (by any source). The target then gains the condition Waking Up. Waking Up: The target marks 1 Stress. They are vulnerable until they take the spotlight.

Nightmares – Action: Spend a Fear: The Alp targets a creature that is sleeping. The creature marks 1 Stress.

Elusive – Passive: Attack rolls made against the alp have disadvantage unless the alp is incapacitated or restrained.

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