AC 13 (natural armor)
HP 22 (5d8; bloodied 11)
Speed 40 ft.
Proficiency +2; Maneuver DC 12
Skills Perception +2, Performance +5, Stealth +4
Senses passive Perception 12
Languages Common, Elvish, Sylvan
Magic Resistance. The satyr has on against spells and other magical effects.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 8 (2d6 + 1) bludgeoning damage if the satyr moves at least 20 feet straight towards the target before the attack.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dance Tune. Each humanoid, fey, or giant within 30 feet that can hear the satyr makes a DC 13 Wisdom . On a failure, it must dance until the beginning of the satyr’s next turn. While dancing, its movement speed is halved, and it has on attack rolls. Satyrs don’t suffer the negative consequences of dancing. If a creature’s saving throw is successful or the effect ends for it, it is immune to any satyr’s Dance Tune for 24 hours. This is a magical charm effect.
Lullaby. Each humanoid or giant within 30 feet that can hear the satyr makes a DC 13 Constitution . On a failure, it falls . It wakes up if a creature uses an action to wake it or if the satyr ends a turn without using its action to continue the lullaby. If a creature’s saving throw is successful or the effect ends for it, it is immune to any satyr’s Lullaby for 24 hours. This is a magical charm effect.
If a satyr is alone, it rams and fights with its rapier. In a group of satyrs, one uses Lullaby or Dance Tune while the others fight in melee.
Aravale, Bocacchio, Gracchus, Hoddypeak, Rumpus, Windermere
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 Satyrs are fey creatures with the torsos of humans and the cloven hooves of goats.
DC 15 Their fey nature makes satyrs resistant to mortal magic.
DC 20 If you ever encounter a satyr, cover your ears: their music makes mortals dance uncontrollably or fall into an enchanted slumber.
Satyrs are boisterous, forest-dwelling fey that resemble humans with furry lower bodies and the cloven hooves of goats. Rams’ horns sprout from their brows, ranging in size from tiny nubs to impressive spirals.
Satyrs live in the moment. They relentlessly pursue beauty and pleasure, hosting raucous celebrations that can last for weeks at a time.
Instinctive Musicians. Musical virtuosos, satyrs are said to be able to play any instrument. Their music, woven with fey magic, incites merriment and other enchantments in anyone who hears it.
Infectious Hedonists. When a revel of satyrs descends upon a village or town, the inhabitants often find themselves caught up in the wild celebration. Satyrs give no thought to the consequences of their hedonism. A lengthy revel can devastate a community as chores are forgotten and winter stores consumed. When a revel finally ends, it leaves in its wake folk mystified at their own behaviour.
4 Staggering drunk
5 Planning to steal revelers away to a sinister forest
6 Arriving for an unannounced visit and with no intention to leave
7 Sneaking past guards to steal something, kidnap someone, or rescue someone
8 Broke and willing to rob travelers
1–3 Distant music
4 Cloven hoof print
5 Empty wine jugs
6 Drunk or passed-out revelers
Satyrs dwell in woodlands in the Faerie Realm and on the Material Plane.
CR 0–2 1 or 2
Treasure 50 gp, sheet music for a variety of dance tunes (25 gp), 2
CR 3–4 3 or 4 ; 2 with 2 , , or ; 2 or 3 with 1d6 + 6
Treasure 6 bottles of excellent wine (25 gp each), ,
Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger.and are fey.