A tiny, hirsute, unpleasant-looking little man squats here, wearing a burlap tunic and a tiny white cap. Bloodshot eyes beneath bushy brows take in the surroundings with a contemptuous sneer.

Bringer of Nightmares. Believed to be the horrid result of a childbirth in which traditions were flouted, an alp lives to torment anyone it can. It takes particular delight in turning the dreams of sleeping victims into bloodcurdling nightmares as it watches them toss and turn, leering from the edge of the bed. The alp uses its abilities to paralyze its victims as they wake, sitting atop them and forcing them to lie there in utter terror, unable to move or to scream for help before it vanishes.

Farmer’s Bane. When not otherwise occupying itself with tormenting the unconscious, an alp gets up to all sorts of evil throughout the night, from draining the cows dry of milk, to returning soiled diapers to infants, to smothering chickens.

Hides in Plain Sight. Whenever people are about, the alp changes its form to that of a small farm creature. However, the tiny white cap which allows the alp to become invisible doesn’t change with it, and so the alp tries to restrict itself to the forms of farm animals which are white in color. On occasion, though, in the excitement of the moment, the alp forgets.


Small fey (shapechanger), chaotic evil
Armor Class 13
Hit Points 44 (8d6 + 16)
Speed 30 ft.
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 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


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.

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