Medium Fey, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 59 (7d8 + 28)
Speed 40 ft.
STR
16 (+3)
DEX
12 (+1)
CON
19 (+4)
INT
7 (-2)
WIS
13 (+1)
CHA
14 (+2)
Skills Deception +4, Perception +3, Stealth +3
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 13
Languages Common, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

 

Actions

Multiattack. The satyr makes two attacks: one with his ram and one with his greatclub.

Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Dark Urges. The satyr touches a creature and magically knows the creature's current emotional state. If the target fails a DC 13 Charisma saving throw, the satyr also knows the creature's alignment, and its flaw. On a failed save, the creature must repeat the saving throw at the end of its next turn. On a failure, the satyr magically influences the creature to indulge in its flaw, with no regard for consequences. Creatures that can’t be charmed are immune to this effect. The target pursues the course of action suggested to the best of its ability for 1 day. If the satyr or its allies damage the target, the effect ends. If the target successfully saves against the effect, the target is immune to this satyr's Dark Urges for the next 24 hours.

Description

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

Faun

Debased Cousins. Fauns resemble stout satyrs, displaying harsher bestial features and demeanors, with large and powerful antlers or horns. If satyrs crave luxury and refinery in their hedonism, fauns are viewed as their debased cousins, gluttons gorging on meat and wine, regardless of quality or taste. Depicted as lustful and wild, fauns love to play on the conflict between the lower appetites and civilized behavior in humankind. They can summon the basest urges in people, be it temper, sex or addiction. When meeting humanoids, they often require them to join in their revelry and orgies. Partaking can be quite dangerous, especially for creatures lacking the faun’s stunning constitution, as they love to measure their personal strength and endurance in violent games, that often result in death. The Summer Court have banned any faun from entering its land, damning them too destructive and unrefined to step into their haughty kingdom. The Unseely court, for their part, only barely tolerates faun on the outskirt of society.

Roving Herd. Fauns live in roving herds of various sizes, gathered around a chieftain. They love to barge in uninvited in banquets, weddings and any kind of celebration; wreaking havoc as they go. In lands with strong ties to the Feywild, it is common practice to leave food outside the village in hope to appease them or to ward off the place of celebration against fey interlopers. Fauns are always males but can and do breed with anything. In that regard they often prey on dryads and nymphs, but are also known to carry off brides and other women at weddings. The male offspring are always fauns. Fauns are believed to be originating from the curse of an archfey, cast onto a satyr as punishment for seducing its true love: “May you look as beastly outside as you are inside, and may all that you sire suffer the same fate.”

Monster Tags: fey

Habitat: Forest

EleKTriiK

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