15 (natural armor)
22 (4d8+4)
walk 30 ft.
Persuasion +6
radiant
poison
charmed, frightened, poisoned
Common, Sylvan
1
The alseid has advantage on Dexterity (Stealth) checks made to hide while it is in grassland.
The alseid has advantage on saving throws against spells and other magical effects.
The alseid's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: • 3/Day each: cure wounds, charm person, sleep • 1/Day each: calm emotions, lesser restoration, plant growth
The alseid makes two radiant touch attacks.
Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) radiant damage.
14 (leather armor)
49 (9d8+9)
walk 40 ft.
Nature +3, Perception +5, Stealth +5, Survival +5
darkvision 60 ft.
Common, Elvish, Sylvan
1/2
When in a forest, alseid leave no tracks and automatically discern true north.
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.