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

