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Alseid, the Groveborne Sentinel

Alseid, the Groveborne Sentinel
Create

Graceful woodland hunters and cunning tricksters, the Alseid are elusive forest guardians who blend elven grace with the swift-footed power of wild deer.


An Alseid possesses the upper body of a slender, long-limbed elf with high cheekbones, wide-set luminous eyes, and skin in earthy tones ranging from mossy green to bark brown. From the waist down, its body transitions into that of a powerful deer—complete with tawny fur, cloven hooves, and a white-tufted tail. Male Alseids grow ornate, branching antlers from their brows, which reflect both their age and status within their tribe, though these are never used in combat. Their attire, if any, is woven from living vines, leaves, and enchanted forest silk.


Behavior:
Alseids are reclusive, intelligent beings with a mischievous streak. They are highly territorial and view the forest not as property but as a living relative. While not inherently hostile, Alseids are quick to judge outsiders by their respect—or lack thereof—for nature. They are known to play tricks on trespassers, creating illusions or leading them astray. However, they may aid respectful wanderers by guiding them to safety or revealing hidden paths. Alseids are social among their own kind and often gather in small, tight-knit tribes governed by an elder or prince with the most developed antlers.


Habitat:
Alseids dwell exclusively in untamed, ancient forests—places thick with magic, where sunlight filters through dense canopy and the air hums with the sound of hidden life. Their glades are sacred, often guarded by magical wards and hidden from uninvited eyes. They build no cities but live in woven shelters camouflaged in the trees or nestled within root hollows. These areas are always within easy reach of clearings and trails used by woodland creatures.


Modus Operandi:
When encountering intruders, Alseids use stealth and speed to observe before acting. They may distract, confuse, or frighten travelers using natural illusions, misleading sounds, or sudden movement—often glimpsed as a flash of white tail disappearing into the trees. If forced into combat, they strike with bows or spears from a distance, using terrain and superior mobility to their advantage. Lone travelers who offend the forest may be stalked, isolated, and never heard from again.


Motivation:
Alseids are driven by a deep, almost spiritual bond with the forest. They see themselves as its voice, its will, and its protectors. Their actions are guided by what best serves the health and harmony of the wilds. They despise deforestation, magical corruption, or wanton killing of forest creatures. Conversely, they are fascinated by druidic magic, natural harmony, and ancient lore, often allying with rangers, druids, or other nature-aligned beings when goals align.


  • Alseid 5e
  • Alseid, Pathfinder
Alseid 3
Create

Medium monstrosity, chaotic neutral
“Follow the white tail, and you’ll find your fate.”


Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 40 ft.


STRDEXCONINTWISCHA
13 (+1)18 (+4)14 (+2)10 (+0)16 (+3)12 (+1)

Saving Throws Dex +6, Wis +5
Skills Perception +7, Stealth +8, Survival +5, Nature +3
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Elvish, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2


Traits

Woodfriend (Forest Terrain Only).
The alseid cannot be tracked by nonmagical means and always knows true north. It ignores nonmagical difficult terrain created by plants while in a forest.

Fleet of Hooves.
The alseid can take the Dash action as a bonus action. It has advantage on saving throws against effects that would reduce its speed.

Natural Camouflage.
While in forest terrain, the alseid has advantage on Dexterity (Stealth) checks made to hide.

Forest Stride.
The alseid can move through nonmagical plant-based terrain without being slowed or taking damage. While in a forest, opportunity attacks against the alseid are made with disadvantage.


Actions

Multiattack.
The alseid makes two attacks: one with its spear and one with its shortbow, or two with its shortbow.

Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.


Bonus Actions

Luring Leap (Recharge 5–6).
The alseid leaps up to 20 feet without provoking opportunity attacks. Creatures within 10 feet of the landing spot must succeed on a DC 13 Wisdom saving throw or be charmed until the end of their next turn, believing the alseid is leading them to safety. The charm ends early if the alseid or its allies harm the creature.


Reactions

Deft Step.
When a creature misses the alseid with a melee attack, it can move up to half its speed without provoking opportunity attacks.


Spellcasting

The alseid is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It does not require material components to cast its spells. It has the following ranger spells prepared:

  • Cantrips (at will): Druidcraft, Thaumaturgy
  • 1st level (3/day): Hunter’s Mark, Entangle, Fog Cloud

Tactics

Alseids are elusive skirmishers who excel in forest terrain. They open combat by casting Fog Cloud or Entangle to control the battlefield, then use ranged attacks to wear down intruders. If confronted in melee, an alseid will disengage using Deft Step and reposition with Luring Leap to manipulate or charm foes. They prefer ambush tactics and rarely fight to the death, fleeing to regroup if outmatched.


Environment

Terrain: Forests, ancient glades, highland groves
Typical Groups: Solitary, pair, or band (3–6); tribes include one CR 4 elder alseid with expanded spellcasting.

Alseid 1
Create

This creature has the slender upper body of an elf and the lower body of a deer.

One of a group of nymphs that preside over mountain vales glens and groves where herds graze. They like to scare travelers, they are attendants of Pan and are often found in the company of Pan and his satyrs.

Alseid

Alseid CR 1/2

XP 200
Alseid ranger 1
CN Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +9

DEFENSE

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 6 (1d10+1)
Fort +1, Ref +5, Will +5

OFFENSE

Speed 40 ft.
Melee longspear +2 (1d8+1/×3)
Ranged composite shortbow +4 (1d6+1/×3)
Special Attacks favored enemy (magical beast +2)

STATISTICS

Str 13, Dex 17, Con 12, Int 8, Wis 16, Cha 8
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Point-Blank Shot
Skills Heal +7, Knowledge (nature) +3, Perception +9, Stealth +9, Survival +7; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Elven
SQ track, wild empathy +0, woodfriend

SPECIAL ABILITIES

Woodfriend (Su)

When in a forest, alseid leave no tracks and automatically discern true north.

ECOLOGY

Environment any forest
Organization solitary, pair, band (3–6), or tribe (7–20 plus 3 hunters of 3rd level and 1 leader of 6th level)
Treasure NPC gear (composite shortbow [+1 Str] with 20 arrows, longspear, studded leather, other treasure)

Alseid are the graceful woodland cousins to centaurs. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite being more closely related to elves than nymphs.

Alseid see the forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid’s white tail and chase after it as it bounces toward a road that leads out of the forest.

Disrespectful strangers may follow the same tail to their doom. Male alseid have antlers growing from their foreheads. These antlers grow very slowly, branching every 10 years for the first century of life. Further points only develop with the blessings of the forest. No 14-point imperial alseid are known to exist, but many tribes are governed by princes with 13 points. Because antlers signify status, alseid never use them in combat. Cutting an alseid’s antlers is one of the direst punishments an alseid can receive. Elf rangers have reported a lone alseid exile, wandering the forest, its antlers sawn off near the scalp.

Alseid have a deep connection with the magic of the forest. Their leaders favor the druid and ranger classes.

Alseid Characters

Alseid are defined by their class levels – they do not possess racial HD. They have the following racial traits:

  • +2 Dexterity, +2 Wisdom, -2 Intelligence: Alseid are mobile and wise, but they rely more on instinct than logic.
  • Medium: Alseid are Medium creatures and have no bonuses or penalties due to size.
  • Quadruped: Alseid receive a +4 bonus to their CMD to resist trip attacks.
  • Fast: Alseid are fast for their size and have a base speed of 40 ft.
  • Darkvision: Alseid can see in the dark up to 60 ft.
  • Alseid Magic: Alseid add +1 to the DC of any saving throw against Old World spells that they cast while in the forest.
  • Woodfriend: See Special Abilities.
  • Skilled: Alseid receive a +2 racial bonus on Perception and Stealth skill checks.
  • Weapon Familiarity: Alseid are proficient with all spears and shortbows (including composite shortbows).
  • Languages: Alseid begin lay speaking Common and Elven. Those with high Intelligence scores can chose from the following: Briarclick (the language of Children of the Briar), Gnoll, Gnome, Goblin, and Sylvan.

Section 15: Copyright Notice

Midgard Bestiary for Pathfinder RPG, (c) 2012 Open Design LLC; Author: Adam Daigle with Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, and Mike Welham.

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