Kassoon

Satyr

Satyr

Medium fey, Chaotic NeutralMedium fey, Chaotic Neutral
Armor Class 14 (leather armor)14 (leather armor)
[~<13]
+/-/*
Hit Points 31 (7d8)31 ([7d8])
[~1-6]
Speed 40 ft.40 ft.

STR
12 (+1)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)

Token URL:
Saving Throws
Skills Perception +2, Performance +6, Stealth +5 Perception [+2], Performance [+6], Stealth [+5]
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Gear
Senses passive Perception 12passive Perception 12
Languages Common, Elvish, SylvanCommon, Elvish, Sylvan
PB +2
Challenge 1/2 (100 XP)

[+instructions]

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

[b]Magic Resistance.[/b] The satyr has advantage on saving throws against spells and other magical effects.

Actions

[~Hit +2, DC <13, DPR 0-1]

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

[b]Ram.[/b] Melee Weapon Attack: [+3] to hit, reach 5 ft., one target. Hit: 6 ([2d4 + 1]) bludgeoning damage.

[b]Shortsword.[/b] Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: 6 ([1d6 + 3]) piercing damage.

[b]Shortbow.[/b] Ranged Weapon Attack: [+5] to hit, range 80/320 ft., one target. Hit: 6 ([1d6 + 3]) piercing damage.

Legendary Actions

 

Details

Variant: Satyr Pipes


A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option.

Panpipes. The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be charmed are unaffected

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.

Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
Frightening Strain. The creature is frightened for 1 minute.

Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.

[big]Variant: Satyr Pipes[/big]
A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option.

[b]Panpipes.[/b] The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be charmed are unaffected

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.

[b]Charming Melody.[/b] The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
[b]Frightening Strain.[/b] The creature is frightened for 1 minute.
[b]Gentle Lullaby.[/b] The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.

 
Source Monster Manual pg 267
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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