Huge Fey, Chaotic Good
Armor Class 14 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws WIS +9, CHA +6
Skills Perception +9, Performance +10, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 19
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Bag of Amber. The satyr possesses a bag of amber beads, collected from the sap of ancestral treants in the Feywild. He can use the amber beads as a bag of beans, choosing the effect he wants. If the bag is lost or destroyed, the satyr must craft another, which takes a year and a day. Only an amber father satyr can use a bag of amber.

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

Speak with Beasts and Plants. The satyr can communicate with beasts and plants as if they shared a language.

Verses of Rebirth. The satyr can recite the verses of rebirth while taking a short rest. Any ally who hears the verses regains the maximum number of hit points possible if it spends any Hit Dice to regain hit points at the end of that rest and makes all Constitution saving throws with advantage for 24 hours. The satyr can confer this benefit on himself as well. All plants in a half-mile radius centered on the satyr become enriched for 1 year. The plants yield twice the normal amount of food when harvested and grow twice as fast.

Actions

Multiattack. The satyr makes three melee attacks, only one of which can be a ram attack.

Ram. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Amber Bead. Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 18 (4d8) fire damage plus 18 (4d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.

Sleep Breath (Recharges 5-6). The satyr exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.

Description

Four new fey creatures of the satyr kind appear here, joining the regular satyr in the Monster Manual.

Amber Father

Amber Spring. After several lifetimes dedicated to the pursuit of pleasure and having visited the four corners of the world, some ancient satyrs grow tired of the life of a wayfarer and retreat deep into the Feywild. Wiser from their numerous experiences and travels, they take to a life of quiet and contemplation, appreciating the simple beauty of life after the unceasing chaos of their younger years. Almost instinctively, some undertake a spiritual journey through the remote parts of the plane. Their path leads them to a place of secret wonders – the amber spring. There, they commune with the spirits of eternal treants, drinking from the spring of liquid amber and falling into a decades long slumber, sheltered in a cocoon of amber. Some never wake up, sleeping forever amidst the treants, others awake from their cocoon with renewed purpose, size and strength.

Herald of Rebirth. Touched by the primeval spirits of the Feywild, amber fathers take on the role of revered elders in satyr gatherings and encourage them to protect natural places. As they only ever reach few satyrs, they often take personally a more active role in the safekeeping of magical places, assuring they stay pure and outside of the reach of malevolent forces. To fulfil their calling, they rely on the verses of rebirth, an ancient invigorating litany taught by the spirits and magical amber beads. With this song of hope and life they tend the wounds of the land, traveling to places ravaged by war, magic calamities and curses. As they heal the land in their travel, so do they gift it with protectors, mighty treants, awoken by their song and given form by the amber

Altruistic Life. Amber fathers can usually be found traveling the world, just like younger satyrs do. They listen for stories of war or disasters, questioning travelers to learn where their gift might be needed. Many entertain friendly relationships with druidic organizations and temples dedicated to the protection of nature, including farming communities. In the Feywild, they occasionally frequent the Summer Court, sometimes tending to the wonderful gardens and palaces, growing their magical amber into the intricate architectural designs and sculptures, but have no interest in the intrigues that constantly unfold within the Court itself.

Lair and Lair Actions

An Amber Father’s Lair

The lair of an amber father consists of a forested area that has benefited from its Verses of Rebirth in the past year. In such forest, golden spirits often appear out of the corner of the eye, vanishing a second later. An amber father encountered in its lair has a challenge rating of 11 (7,200 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the satyr takes a lair action to cause one of the following magical effects; the satyr can't use the same effect two rounds in a row:

  • The satyr chooses one beast of challenge rating 2 or lower and conjures it. This beast looks like a translucent being made of amber, but still generally resembles the creature it is imitating. Otherwise, the summoned beast appears in an unoccupied space within 60 feet of the satyr and acts as an ally of the satyr. It remains until initiative count 20 on the next round, until the satyr dies, or until the satyr dismisses it as an action.
  • One creature the satyr can see within 120 feet of him must succeed on a DC 15 Dexterity saving throw or be enclosed by a golden cocoon of shimmering energy. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the cocoon can breathe there. The cocoon is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the cocoon damage anything outside it. The effect ends on initiative count 20 on the next round.
  • A host of golden fey spirits fills a 10-foot-radius sphere centered on a point the satyr chooses within 60 feet of him. The host spreads around corners and remains until the satyr dismisses it as an action, uses this lair action again, or dies. The host lightly obscures its area. Any hostile creature that moves to a space within 10 feet of the host for the first time on a turn or start its turn there makes a DC 15 Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. Any ally creature that moves into the host’s space for the first time on a turn or start its turn there regains 20 hits points. The host can’t heal constructs or undead.

Monster Tags: fey

Habitat: Forest

EleKTriiK

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