Page 268 - Monster Manual [11th Print]
P. 268

SATYR

             Satyrs are raucous fey that frolic in wild forests, driven
             by curiosity and hedonism in equal measure.
               Satyrs resemble stout male humans with the furry
             lower bodies 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 hair.
               Hedonistic Revelers.  Satyrs crave the strongest
             drink, the most fragrant spices, and the most dizzying
             dances. A satyr feels starved when it can't indulge
             itself, and it goes to great lengths to sate its desires. It
             might kidnap a fine minstrel to hear lovely songs, sneak
             through a well-defended garden to gaze upon a beautiful
             lad or lass, or infiltrate a palace to taste the finest food in
             the land. Satyrs allow no festivity to pass them by. They
             partake 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 consequences of the hedonism 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,
             employers, family, or friends.


              VA I ANT: SATYR PI PES
                R
              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
                                                    i
              frightening strain, or a gentle lullaby. Any creature with n   60
              feet of the satyr that can hear the pipes must succeed on
                  1
              a DC  3   Wisdom saving throw or be affected as described
              below. Other satyrs and creatures that can't be charmed are
                                                                     f
              unaffected.                                      Medium  e y, chaotic neutral
               An affected creature can repeat the saving throw at the end
              of each of its turns, ending the effect on itself on a success.   Armor Class 14 (leather armor)
              If a creature's saving throw is successful or the effect ends   Hit Points 31  (7d8)
              for it, the creature is immune to these panpipes for the   Speed 40 ft.
              next 24 hours.
                Charming Melody. The creature is charmed by the satyr for   STR   DEX   CON   INT   WIS   CHA
              l  minute. If the satyr or any of its companions harms the   12  (+l)   1 6   (+3)   1 1   (+O)   12 (+ )    10 (+O)   14 (+2)
                                                                                          l
              creature, the effect on it ends immediately.
                Frightening Strain. The creature is frightened for l  minute.   Skills Perception +2, Performance +6, Stealth +5
               Gentle Lullaby. The creature falls asleep and  is unconscious   Senses passive Perception 12
              for l  minute. The effect ends if the creature takes damage or   languages Common, Elvish, Sylvan
              if someone takes an action to shake the creature awake.   Challenge 1/2 (100 XP)

                         NIGHT THE SPIRITS GOA.0 ME ON
              Twn<T 01>.Y !>.NO      HEARTS WERE PURE          Magic Resistance. The satyr has advantage on  saving throws
              THEY PINE FOR AGES PAST WHEN                     against spells and other magical effects.
               AGAINST ALL REllSON  NOW THEY SEEM UNSURE
                                     N MINE EllRS !>.NON.
                                                                  T
               THEY LAUGH AN  D sc:REl>.M BETWEE   WIC:E BUT THRIC:E   AC I O  N S
                                          '
               Now F I L L MY cuP NOT oNCE, NOT T              Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
               WITH FL!>.GO  N'S BRIM UPON MY LIPS  1 Ot>.NC:E   E   Hit: 6 (2d4 + l)  bludgeoning damage.
               LET UNSEEN Pll<IES TOSS THEIR GOWNS r.SK!>.NC:
               WHILE 1, THE  CARNAL K1NG, INDULGE MY VIC:E.    Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                        TAKE THEIR LEAVE
               WITH FOLDED SOUGHS, THE TREt>.NTS   NE          target. Hit: 6 (ld6 + 3) piercing damage.
                                     ME
                                 E
                S
                      o s
               �y:::: '( D;;: :��� �::: :�K�� SU�:�� BREnE     Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,  4
               THEY FILL Ml  NE EMPTV CUP WITHOUT REPRIEVE.    one target. Hit: 6 (ld6 +  3) piercing damage.
                         ••ES THE MOON BECOMES THE SUN
               THE SUN BEC:O•"                                �=================:;;;:::::;::;=====J
                1 WHILE !>.WAY THE HO  URS t>.S  1 PLEllSE.
                                       -SONNET OF  II NAUGHTY $1>.TYR
                                                                                                       SATYR
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