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Satyr 2014

CR 1/2 fey

Medium fey, chaotic evil


Armor Class
13
Hit Points
23
Speed
40 ft.

STR12 (+1)
DEX16 (+3)
CON10 (+0)
INT12 (+1)
WIS10 (+0)
CHA20 (+5)

Saving Throws
Strength +1, Dexterity +3, Constitution +0, Intelligence +1, Wisdom +0, Charisma +5
Skills
Resistances
Fey Resilience
Senses
passive Perception 10
Languages
Common,Elvish,Sylvan
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details