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Satyr ~ CR 4

This handsome, grinning man has the furry legs of a goat and a set of curling ram horns extending from his temples.

Environment: Temperate forests

Organization: 1-11


Proficiency Score: +5

Medium; Integrity/Neutral; fey, humanoid


Armor Class: 20 (+2 Dex, +2 Natural, +1 Dodge, +5 Proficiency Score)

Hit Points: 112 (14d6+28)

Speed: 40 feet

Initiative: +2


STRDEXCONINTWISCHA
14 (+2)15 (+2)15 (+2)12 (+1)14 (+2)19 (+4)

Saves: 

  • Fortitude +2
  • Reflex +7
  • Will +7

Skills:

  • Deception +9
  • Diplomacy +9
  • Intimidate +9
  • Nature +7
  • Perception +7 (advantage)
  • Perform (wind instrument) +9 (advantage)
  • Stealth +7 (advantage)
  • Survival +7

Resistances:

  • 5 against physical damage except those with the cold iron tag

Senses: Passive Perception 23, low light vision 60 feet

Languages: Common, Sylvan


Spells.

Spell Attack +9, Spell DC 19

At Will:

1 per 24 hours:

Actions

Dagger (1 hand). Melee Strike +7/+3/-1 (agile, finesse, thrown 20 feet, versatile slashing) with 2d4+2 piercing damage.

Gore. Melee Strike +7/+2/-3 (unarmed) with 1d6+2 piercing damage.

Recurve Bow (1+ hands). Ranged Strike +7/+2/-3 (deadly d10, range 100 feet) with 1d10 piercing damage.

Song (60-foot aura). As a Single Action, a Satyr can create magical effects by playing haunting melodies on their panpipes. When a Satyr plays, all creatures within a 60-foot aura must make a DC 19 Will save or be affected by CharmFearSleep, or Suggestion, depending on what tune the satyr chooses. It must be the same spell for all creatures in the aura. A creature that successfully saves is Bolstered against the Satyr’s Song but not their spells. A Satyr’s use of their Song does not count toward their uses of spells and if a Satyr is separated from their panpipes, a Satyr may continue to use their spells. The panpipes are master quality, and a Satyr can craft a replacement with 7 days of labor. This ability has the auditory and supernatural tags.


Equipment