Innate Spellcasting. The satyr's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). They can innately cast the following spells, requiring no material components:
At will: animal friendship, disguise self, magic missile
3/day each: charm person , sleep, calm emotions
1/day: enemies abound
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 6) piercing 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.
The Conning Satyr however is a rare sight, though it is not uncommon to hear stories from weary travellers about having been swindled for gold and goods. These types mainly focus on deceiving their mark, and often serve as a distraction for others who may have more malevolent intentions.
Comments