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

Satyrs enjoy demonstrating their physicality through contests, evicting party poopers, and defending Fey realms.


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

Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself.

Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage.


Satyr

Medium Fey, Chaotic Neutral
  • Armor Class 13
  • Hit Points 31 (7d8)
  • Speed 40 ft.
  • Initiative +3 (13)
STR
12 (1)
DEX
16 (3)
CON
11 (0)
INT
12 (1)
WIS
10 (0)
CHA
14 (2)
  • Saving Throws Str +1, Dex +3, Con +0, Int +1, Wis +0, Cha +2
  • Skills Perception +2, Performance +6, Stealth +5
  • Senses passive Perception 12
  • Languages Common, Elvish, Sylvan
  • Challenge 1/2 (100 XP)
  • Habitat Forest, Planar (Feywild)
  • Treasure Implements
  • Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects.

Actions


  • Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself.
  • Mockery. *Wisdom Saving Throw:* DC 12, one creature the satyr can see within 90 feet. *Failure:* 5 (or [[1d6 + 2]] (1d6 + 2)) Psychic damage.
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