Satyr

Medium Fey. CR 1/2, AC 13, 22 HP. Traits: Magic Resistance.

Armor class
13
Hit points
22
Challenge
0.5
Creature type
Fey
Size
Medium

Stat block

Cha
16
Con
10
Dex
14
Int
10
Str
12
Wis
10
Speed
Walk: 40
Senses
passive Perception 12
Skills
Stealth: 4; Perception: 2; Performance: 5
Actions
  • 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 saving throw. On a failure it must dance until the beginning of the satyrs next turn. While dancing its movement speed is halved and it has disadvantage on attack rolls. Satyrs dont suffer the negative consequences of dancing. If a creatures saving throw is successful or the effect ends for it it is immune to any satyrs 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 saving throw. On a failure it falls asleep. 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 creatures saving throw is successful or the effect ends for it it is immune to any satyrs Lullaby for 24 hours. This is a magical charm effect.
Languages
Common, Elvish, Sylvan
Special abilities
  • Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.