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Satyr

Medium · Fey · CR 1/2 · Chaotic Evil

Armor Class
13
Hit Points and Hit Dice
22 (5d8)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Medium
Type Fey
Alignment Chaotic Evil
XP 100
Initiative Bonus +2

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Passive Perception 12

Skills

Perception +2 Performance +5 Stealth +4

Languages

Common, Elvish, Sylvan

Traits

Magic Resistance

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

Actions

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.

Ram

+3 to hit, reach 5 ft (1.5 m). Hit: 1d6+1 bludgeoning damage.

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

+4 to hit, reach 5 ft (1.5 m). Hit: 1d8+2 piercing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Shortbow

+4 to hit, range 80/320 ft (24.4/97.5 m). Hit: 1d6+2 piercing damage.

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

About Satyr

Satyr is a medium fey with a Challenge Rating of 1/2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 22 hit points (derived from 5d8).

Satyr has communication capabilities including Common, Elvish, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Satyr

2 tips available

When using Satyr in your D&D 5e campaign, consider these tactical approaches:

  • Minion Strategy: Use as scouts or minions for larger threats
  • Group Tactics: Group 3-4 together to pose a moderate threat

Player Guide: Facing Satyr

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Easy Target: This creature is weak - focus on other threats
  • Group Threat: Multiple can be dangerous - use area attacks

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Satyr?
Satyr has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Satyr?
Satyr is a Medium Fey, which affects how certain spells and abilities interact with it.
What languages does Satyr speak?
Satyr can communicate in Common, Elvish, Sylvan.

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