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Satyr

Satyr
  • Size: Medium
  • Type: Fey
  • Alignment: Chaotic Neutral
  • AC: 13
  • Initiative: +3 (13)
  • HP: 31(7d8)
  • Speed: 40 ft
ATTRVALMODSAVE
STR12+1+1
DEX16+3+3
CON11+0+0
INT12+1+1
WIS10+0+0
CHA14+2+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.

Lore & Background

Satyrs are fey creatures that embody the wild, carefree spirit of nature and revelry. These goat-legged beings are known for their love of music, dance, wine, and celebration, often serving as the life of any party they encounter. Satyrs dwell in ancient forests and hidden groves where they can pursue their hedonistic lifestyle without interference from the more serious concerns of civilization.

Despite their reputation for frivolity, satyrs are deeply connected to the natural world and possess an innate understanding of the balance between civilization and wilderness. They often serve as guardians of sacred groves, protectors of ancient secrets, and guides for those who respect the natural order.

Combat Tactics

Satyrs prefer to avoid serious combat when possible, using their charm abilities and music to defuse tense situations. When forced to fight, they rely on their speed and agility while using their pipes to confuse and disorient enemies.

Encounter Ideas

Forest Festival: Satyrs invite heroes to join in a wild celebration that may have hidden purposes. Nature's Guardian: A satyr protects a sacred grove from those who would exploit it. Musical Challenge: A satyr challenges heroes to a contest of music, dance, or wit. Fey Politics: A satyr becomes involved in the complex relationships between different fey courts.

Environmental Effects

Satyr presence brings an atmosphere of celebration and natural harmony to an area. Plants flourish, animals become more playful, and the very air seems filled with music and laughter.

Treasure

Satyrs possess masterwork musical instruments, fine wines and spirits, jewelry made from natural materials, and magical items that enhance their revelry and connection to nature.

Plot Hooks

The Eternal Party: A satyr's celebration has magical effects that prevent guests from leaving. Nature's Balance: A satyr seeks help to restore balance to a forest threatened by civilization. The Lost Song: A satyr possesses a magical melody that could solve the heroes' problems. Fey Bargain: A satyr offers aid in exchange for participation in a grand celebration or quest.

Lore & Background

Satyrs are fey creatures that embody the wild, untamed aspects of nature, combining human torsos with the legs and horns of goats. These charismatic beings are devoted to revelry, music, and the pursuit of pleasure, viewing life as an endless celebration to be enjoyed to its fullest. Their connection to the natural world runs deep, making them guardians of ancient groves and sacred woodland spaces.

Living primarily in the deepest parts of ancient forests, satyrs create hidden communities where they dance, feast, and make music under the stars. They possess an infectious joy that can be both blessing and curse, as their celebrations often extend for days or even weeks. While generally benevolent, satyrs can become mischievous or even dangerous when their woodland homes are threatened or their revels are interrupted.

Combat Tactics

Satyrs prefer to avoid direct conflict, using their magical abilities and natural agility to evade enemies rather than fight. When forced into combat, they rely on their speed and forest knowledge to gain tactical advantages, using terrain to their benefit. Their pipes can create magical effects that confuse or incapacitate foes while they escape to safety.

In battle, satyrs use hit-and-run tactics, striking with their ram attacks before retreating into thick vegetation. They leverage their woodland allies, calling upon local animals and plants to assist in their defense. Their natural charisma also allows them to sometimes negotiate their way out of conflicts through charm and persuasion.

Encounter Ideas

1. The Eternal Party The party discovers a satyr's celebration that has been ongoing for months, with enchanted visitors unable to leave the revelry. The characters must find a way to break the magical compulsion while avoiding becoming trapped themselves in the endless festivities.

2. The Corrupted Grove A sacred grove tended by satyrs has been tainted by dark magic, causing the normally joyous creatures to become melancholic and withdrawn. The party must discover the source of the corruption and restore the natural balance to return the satyrs to their cheerful nature.

3. The Musical Challenge A satyr challenges the party to a contest of music and merriment, with the stakes being safe passage through their territory. The competition tests not just musical skill but creativity, endurance, and the ability to truly embrace the spirit of celebration.

4. The Woodland Diplomat Tensions rise between expanding human settlements and the natural world, with a wise satyr serving as intermediary. The party becomes involved in delicate negotiations that could determine the future relationship between civilization and the wild places.

Environmental Effects

  • Magical Revelry: Areas where satyrs celebrate become infused with fey magic, causing unusual plant growth and enhanced natural beauty
  • Woodland Harmony: The presence of satyrs encourages local wildlife to be more peaceful and cooperative
  • Musical Echoes: Satyr music can be heard from great distances, often serving as a beacon for lost travelers
  • Time Dilation: Extended exposure to satyr celebrations can cause participants to lose track of time, with hours feeling like minutes

Treasure

  • Enchanted Pipes (500-1500 gp): Musical instruments with minor magical properties that enhance performances
  • Flower Crowns (100-300 gp): Fey-touched garlands that never wilt and provide minor protection against charm effects
  • Wild Honey (50-200 gp): Magical honey from fey-influenced bees that can cure minor ailments
  • Nature's Gifts (varies): Rare herbs, beautiful stones, and other natural treasures collected during woodland wanderings
  • Celebration Wine (200-800 gp): Enchanted wine that induces feelings of joy and camaraderie when consumed

Plot Hooks

1. The Silent Woods A forest that once rang with satyr music has fallen completely silent, with no sign of the creatures who once lived there. Investigation reveals a curse that threatens to spread to other woodland realms, requiring the party to restore the natural harmony.

2. The Runaway Celebration A satyr's magical revelry has grown beyond their control, spreading to nearby towns and causing the inhabitants to abandon their responsibilities in favor of endless partying. The party must find a way to contain the magical influence without destroying the joy it brings.

3. The Fading Magic The fey magic that sustains a satyr community is weakening, causing them to slowly lose their connection to nature. The party must help them discover why their power is fading and find a way to restore their magical essence before they become fully mortal.

4. The Nature's Court A satyr serves as herald for a powerful fey court that is considering whether to reveal itself to the mortal world. The party's actions and choices during their encounter with the satyr will influence this momentous decision that could reshape the relationship between realms.