Large Fey (Shapechanger), Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
21 (+5)
INT
15 (+2)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws CON +10, CHA +10
Skills Deception +15, Perception +5, Performance +15
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire
Senses Passive Perception 15
Languages Common, Elvish, Ignan, Sylvan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. The satyr can use his action to polymorph into a specific Medium humanoid or a Medium or Large beast with horns, or back into its true form. Other than his size and speed, his statistics are the same in each form. Any equipment he is wearing or carrying isn 't transformed. He reverts to its true form if he dies.

Innate Spellcasting. The satyr's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The satyr can innately cast the following spells, requiring no material components:

At will: major image, mirror image, pyrotechnics, thaumaturgy
2/day each: creation, fireball, scorching ray
1/day each: fire storm, maze, mirage arcane

Faun Resilience. The satyr has advantage on saving throws against poison, spells and other magical effects.

Glamoured Illusion. When he casts an illusion spell, the satyr can choose one inanimate, nonmagical object that is part of the illusion and make that object real. He can change the object on its turn as a bonus action while the spell is ongoing. The object remains real for 10 minutes. The object can’t deal damage or otherwise directly harm anyone.

Legendary Resistance (2/Day). If the satyr fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The satyr can use its Whims of Chaos and makes three attacks: one with his ram and two unarmed strikes.

Unarmed Strike (Beast or Satyr Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Ram (Beast or Satyr Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Whims of Chaos. The satyr invokes the following magical effects at random, choosing one to three targets it can see within 60 feet of it:

1. Inebriated. The targeted creature must succeed on a DC 18 Constitution saving throw or if it moves on its turn it falls prone and it has disadvantage on attack rolls until the start of the satyr’s next turn.
2. Hallucinating. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened of its allies and charmed by its enemies until the start of the satyr’s next turn
3. Compelled. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the satyr for 1 minute. While charmed, the target must follow the satyr's commands. If the target takes damage, the effect ends.
4. Talentless. The targeted creature must succeed on a DC 18 Charisma saving throw or until the start of the satyr’s next turn whenever it makes an attack roll, an ability check or a saving throw, the target must roll a d8 and subtract the number rolled from the result.

Legendary Actions

The satyr can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The satyr regains spent legendary actions at the start of his turn.

Unarmed Strike. The satyr makes one unarmed strike

Glamour Spell (Costs 2 Actions). The satyr casts one of his at-will spells. The satyr doesn't need to concentrate on this spell.

Consuming Dance (Costs 3 Actions). The satyr targets one creature it can see within 60 feet of it. If the target can see the satyr, the target must succeed on a DC 18 Wisdom saving throw against this magic or take 10 (3d6) psychic damage and then start to dance furiously for 1 minute, unless the creature can’t be charmed. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is engulfed in flames and also burns for the duration. At the end of each of its turns, the target repeats the saving throw. It takes 22 (4d10) fire damage on a failed save, and the effect ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this effect kills a target, the target is turned to ash.

Description

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

Bonfire King

Deceptive Appearance. Faun are coarse and selfish creatures, driven by self-interest. Nothing is sacred to them, they obscenely mock the gods and their temples. However, when their debauchery reaches epic proportions, one of them might step up, having an epiphany and gaining ambitions to become more than a simple faun, perhaps someday reaching the archfey status. These creatures are called bonfire kings or reveling lords, corpulent and lazy satyrs. Since these satyrs enjoy partaking of the fruits of others’ labors without asking permission, men do not take to them kindly and at times, fooled by their awkward appearance, will try to solve this problem using force. This often ends in tragedy, for these satyr, despite their obesity, hide almost absurd amounts of physical strength and can call on dangerous magic.

Greedy Would-be Gods. Bonfire kings are egocentric above all else, nasty schemers seeing themselves as divine beings, entitled to rule over all fey and men. They cannot stand to be snubbed and demand worship from all they encounter. In such regard, they should be shown deference by all and will only speak with outsiders if a worthy offering is made. Lazy by nature, they would gladly spend every day in idleness, puffing on pipes, surrounded by concubines, gorging on rich foods and downing strong drinks. To honor a bonfire king, its faun devotees will erect large stones carvings, with somewhat grotesque and obscene features. At times, they can be found in barbarian tribes or small towns and villages, pushing them to embrace their savagery and cravings in grand orgies around totemic stones.

Lair and Lair Actions

A Bonfire King’s Lair

A bonfire king establishes his lair close to a settlement of intelligent creatures and place of magical significance, ideally a fey crossing. At the center of his lair stands a revelstone, a massive monolith surrounded by blazing bonfires. Every solstice, the Grand Revelry is held at the stone, a pagan orgy where people and fey dance, merry and drink until exhaustion, feeding the glamour magic of the bonfire king with the flowing emotions.

Lair Traits

A Bonfire King's lair might have any or all of the following effects in place:

  • Fire burns far and bright inside the lair. Flames and magical light sources cast double the area of bright light and dim light. A creature starting its turn with 5 feet of an open flame must make a DC 10 Dexterity saving throw or ignites along with its flammable objects. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Creatures with sunlight sensitivity are blinded while inside the lair.
  • Finishing a short or long rest involving a meal within the lair grants a creature the benefit of a heroes’ feast spell.
  • Partially real illusory walls and structures block off areas in the satyr's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, immunity to acid, cold, fire, necrotic, poison, and psychic damage. If the satyr wishes to move through a wall, it can do so without slowing down and the wall section remains.

Regional Effects

The region containing a bonfire king's lair is transformed by the revelstone's presence, creating the following magical effects:

  • The satyr's visage can appear in any fire within 6 miles of its lair, allowing him to see and hear through the fire as if he was there. The satyr can speak through the fire.
  • Given days or longer to work, the satyr can make illusions within 6 miles of its lair as solid as stone, forming structures and other objects as it wishes
  • Intelligent creatures within 6 miles of the satyr's lair are prone to chaotic behavior. Even strangers can feel their behavior to slowly shift. Towns and villages within the region have plenty more brothels, taverns and a thriving illegal underworld. Overhaul hedonistic behavior are stronger and exacerbated. Over time creatures start to develop dark cravings that will lead to their downfall. At the end of each long rest taken within the influence, a visitor that is neither chaotic good, chaotic neutral nor chaotic evil must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to chaotic (whichever is closer to the creature's current alignment). The change becomes permanent if the creature doesn't leave the influence within 7 days. Otherwise, the creature's alignment reverts to normal after one day spent away from the influence. Casting the dispel evil and good spell on the creature also restores its original alignment.

If the revelstone is destroyed, these effects fade over instantly.

Monster Tags: fey

Habitat: ForestUrban

EleKTriiK

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