Monster Manual 5E

(Nancy Kaufman) #1

SATYR
Satyrs are raucous fey that frolic in wild forests, driven
by curiosity and hedonism in e qua l measure.
Satyrs re s e mble stout male huma ns with the furry
lower bodie s and cloven hooves of goats. Horns sprout
from their heads, ranging in shape from a pair of small
nubs to large, curling rams' horns. They typically sport
facial ha ir.
Hedonistic Revelers. Satyrs crave the strongest
drink, the most fragrant spices, a nd the most dizzying
dance s. A satyr feels starved when it can't indulge
itself, and it goe s to great lengths to sate its desires. It
might kidna p a fine minstrel to hear l ovely songs, sneak
through a well-defended garden to gaze upon a beautiful
lad or lass, or infiltrate a palace to tas te the finest food in
the land. Satyrs allow no festivity to pass them by. They
parta ke in any holiday they've heard of. Civilizations of
the world have enough festivals and holy days among
them to justify nonstop celebration.
Inebriated on drink and pleasure, satyrs give no
thought to the conseque nces of the hedonis m they incite
in others. They leave such creatures mystified at their
own behavior. Such revelers might have to scrounge
for excuses to explain their disordered state to parents,
e mployers, family, or friends.


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 creatures 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 th e
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 ifthe creature takes damage or
if someone takes an action to shake the creature awake.

HT THE S P I R IT S GOAD ME ON
Twll<.T DAY AND N IG H E ARTS IVERE PURE
THEY PINE F O R AGES PAS T \VH E N M UNSURE
A GAINST A~~ R E ASON N O W THEY SEE MINE EARS ANON.
THEY ~AUGH AND SCR EAM BETWEEN I'E BUT THRICE
Now FI~L MY CUP NOT O NCE ' NOT TW 1 ... DANCE I
WIT H FLAGON^1 S BRI M UPON MV L IGOWNS PS ASKANCE
LET UNSEEN Pll<.IES T^055 THEI R MY VICE.
WH ILE 1, THE (ARNA L KING ' INOU~GE TS TAKE THEI R LEAVE
WITH FO~OEO BOUGH s ' THE TREAN NOONE
A s MERRY OAMSE~S • c oRsETS coME u MER BREEl.E
T HEM L l \<E A S U M
MY SONG DOTH STIR PTV CUP \YIT HOUT REPRIEVE.
THEY FI~L MINE EM BECOMES THE SUN
T H E SUN BECOMES T H E MOON
1 \VHILE AWAY THE HOURS AS^1 PLEASE-SO. NNET O F A NAUGHTY SATYR

Medium f ey, chaotic neutral

Armor Class 14 (leather armor)
Hit Points 31 (7d8)
Speed 40 ft.

STR
12 (+1)

DEX


16 (+3)


CON


11 (+0)


INT


12 (+1)


WIS
10 (+0)

Skills Perception +2, Performance +6, Stealth +5
Senses passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1/ 2 ( 10 0 XP)

CHA
14 (+2)

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

ACTIONS
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) pie rcing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/ 320 ft. ,
one target. Hit: 6 (ld6 + 3) piercing damage.
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