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Habitat: Forest, Planar (Feywild); Treasure: Implements

Satyr revelmasters use magical music to change the moods of other creatures. They do so to keep their celebrations exciting and to ward off foes.


Satyrs

Satyrs embody the untamed joys of the wilderness. They indulge in sprees of merrymaking—eating, drinking, performing, fighting, and frolicking.

Traits

Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The satyr makes three Prance attacks.

Prance. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage, and the target has the Charmed condition until the start of the satyr’s next turn.

Fey Melody (Recharge 4–6). The satyr conjures a charming or frightening song. Wisdom Saving Throw: DC 14, each enemy in a 60-foot Emanation originating from the satyr. Failure: The target is subjected to the song’s effect:

  • Charming. The target has the Charmed condition for 1 minute. While Charmed, the target has the Incapacitated condition and uses all its movement to dance in place. The effect ends on the target if it takes any damage.
  • Frightening. 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition for 1 minute. If the target ends its turn out of line of sight from the satyr, the condition ends on it.


Satyr Revelmaster

Medium Fey, Chaotic Neutral
  • Armor Class 17
  • Hit Points 82 (15d8 + 15)
  • Speed 40 ft.
  • Initiative +7 (17)
STR
12 (1)
DEX
18 (4)
CON
12 (1)
INT
12 (1)
WIS
14 (2)
CHA
17 (3)
  • Saving Throws Str +1, Dex +7, Con +1, Int +1, Wis +5, Cha +3
  • Skills Acrobatics +7, Perception +5, Performance +9
  • Senses passive Perception 15
  • Languages Common, Elvish, Sylvan
  • Challenge 6 (2300 XP)
  • Habitat Forest, Planar (Feywild)
  • Treasure Implements
  • Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The satyr makes three Prance attacks.
  • Prance. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) Bludgeoning damage. The target has the Charmed condition until the start of the satyr's next turn.
  • Fey Melody (Recharge 4–6). The satyr conjures a charming or frightening song. *Wisdom Saving Throw:* DC 14, each enemy in a 60-foot Emanation originating from the satyr. *Failure:* The target is subjected to the song's effect: **Charming.** The target has the Charmed condition for 1 minute. While Charmed, the target has the Incapacitated condition and uses all its movement to dance in place. The effect ends on the target if it takes any damage. **Frightening.** 10 (or [[2d6 + 3]] (2d6 + 3)) Psychic damage, and the target has the Frightened condition for 1 minute. If the target ends its turn out of line of sight from the satyr, the condition ends on it.
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