| Vampire |
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.
Alp's Cap
Wondrous item, uncommon (requires attunement)
While wearing this tiny white cap, you can turn invisible as an action for 2d4 rounds once every three days. Once invisible, you don't know the duration of the invisibility.
This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.
Undead monsters that appear pale but lifelike, possessing all memories and abilities from life
Vampires are undead monsters. Though they may look just a bit more pale than when they were alive, they do appear to live and even breathe as mortals do. A vampire has all the memories and abilities it had in life, and is effectively immortal. Living forever in the shadows often leads to vampires being decadent, while their hunger for blood makes them cruel. Vampires cast no reflections in silvered mirrors or water, though despite conventional wisdom to the contrary they do reflect in shiny base metals; the innate purity of silver and water simply will not reflect them.
Greatly feared undead monsters that live by drinking the blood of mortals. Dwell in ruins, tombs, and deserted locales.
Undead monsters that appear pale but lifelike, possessing all memories and abilities from life
The vampire is one of the most feared of the undead. Being similar to other undead, they dwell simultaneously in the negative material and material planes. They share other undead's immunity to charm, hold, and sleep spells. Electricity and cold does only half damage, they are unaffected by normal weapons, and they regenerate 3 hit points per round. Vampires must take refuge in a coffin or other hide-away during daylight, and must slumber on soil from their own grave once in a while to maintain their powers. Vampires are immensely strong (18.76), and deal great blows that inflict 1d6+4 hit points of damage. These blows further reduce the victim's life energy by two levels, which consequently reduces all other traits linked to a loss in levels (attack ability, hit dice, etc.). Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.
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