Armor Class
16
(Natural Armor)
Hit Points
70
(14d10)
Speed
40 ft.
STR
16
(+3)
DEX
17
(+3)
CON
14
(+2)
INT
10
(+0)
WIS
12
(+1)
CHA
17
(+3)
Skills
Perception +2, Performance +4, Stealth +7
Damage Vulnerabilities
Radiant
Damage Resistances
Fire
Damage Immunities
Necrotic
Senses
Passive Perception 12
Languages
Common, Elvish, Sylvan
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Satyr's innate spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: eldritch blast (3 beams, +3 bonus to each damage roll)
3/day: fireball
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 4) bludgeoning damage.
Description
Satyrs are raucous fey that resemble stout male humans with the furry lower bodies and cloven hooves of goats. They frolic in wild forests, driven by curiosity and hedonism in equal measure.
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