Satyr
Fey · Medium
Goat-legged revellers who haunt enchanted glades with pipes and wine, luring travellers into dances that last until dawn. They are more mischief than menace unless their party is spoiled.
- Danger
- A threat to the unwary
- How it is met
- In packs, at dawn and dusk
- Challenge
- 1/2
- SRD 5.2.1 stat blocks
- Satyr
- Pathfinder Second Edition
- Satyr (level 4, Monster Core)
Where it is met
Enchanted Temperate Forest, Enchanted Alpine Meadow, Enchanted Mediterranean Scrub
Also: Feywild
Gives
Stat blocks (D&D 5e)
Satyr
Medium Fey, Chaotic Neutral
AC 13 · Initiative +3 (13)
HP 31 (7d8)
Speed 40 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 12 (+1), save +1 | 16 (+3), save +3 | 11 (+0), save +0 | 12 (+1), save +1 | 10 (+0), save +0 | 14 (+2), save +2 |
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
CR 1/2 (XP 100; PB +2)
Traits
Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects.
Actions
Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself.
Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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