Magic Resistance. The Satyr has advantage on saving throws against spells and other magical effects.
Sleepless Reveller. Magic can't put the Satyr to sleep.
Multiattack. The Satyr makes two Warhammer attacks and one Ram attack on its turn.
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage.
Damh's Warhammer. Melee Weapon Attack: +8 to hit, reach., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Damh's Shatter (Recharge 5–6). As an action, cast the spell, Shatter. Each creature within a 10ft. radius sphere cantered on that point must make a DC 15 Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.
Summon Blight (1/Day). As an action, make one tree it can see awaken, and become infected by the blight, summoning a Tree Blight.
Ring of Enlarge / Reduce (3/Day). As an action, cast the spell, Enlarge/Reduce. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size from Medium to Large. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
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