Satyr

CR 1/2
Medium Fey
Armor Class 13
Hit Points 23
Speed 40 ft.
Perception 12 Stealth 15
ResistantThe satyr has advantage on saves against spells and other magical effects.

Senses
Languages Common, Elvish, Sylvan


STR DEX CON INT WIS CHA
+1 +3 +0 +1 +0 +5

Fey Resilience. The satyr is resistant to the charmed and unconscious conditions.

Magic Resistance. The satyr has advantage on saves against spells and other magical effects.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Intoxicating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (1d8 + 3) poison damage, and the target must succeed on a DC 13 CON save or be incapacitated until the end of its next turn.

Bonus Actions

Revelries. The satyr dances and plays a tune on its pipes, affecting one creature it can see within 30 feet of it in one of the following ways. The target must succeed on a DC 13 CHA save or gain the listed effect. A willing creature can choose to fail the save.

– Celebrate. The target feels invigorated by the music, dancing along with it. Until the start of the satyr’s next turn, the target has advantage on DEX saves and on the next attack roll it makes.

– Overindulge. The satyr’s song is laced with magical enchantments, and the target is forced to dance along with the music. Until the start of the satyr’s next turn, the target is charmed, and its speed is reduced by 10 feet, as it dances uncontrollably.

– Unnerve. The satyr’s song and dance turn frightful with heavy stomps, shrill notes, and a rapid, staccato melody. The target is frightened until the end of its next turn.

Tags:

Ad Blocker Detected

Our website is made possible by displaying online advertisements to our visitors. Please consider supporting us by disabling your ad blocker.

Refresh