SATYR – 5e stats

Medium fey, chaotic neutral

Armor Class 14 (Leather Armor)
Hit Points 31 (7d8)
Hit Points (suggested) 38 (7d8+7)
Speed 40 ft.

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
12 (+1)
13 (+1)*
16 (+3)11 (+0)
12 (+1)*
12 (+1)10 (+0)14 (+2)
*suggested

Saving Throws (suggested) Dex +5, Cha +4
Skills Perception +2, Performance +6, Stealth +5
Senses passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

Tavern Brawler (suggested). The Satyr is adept at using whatever is at hand as a weapon, whether it is a mug, a chair, or a broken bottle. The Satyr has the following benefits:

  • The Satyr’s Strength or Constitution score increases by 1, to a maximum of 20.
  • The Satyr is proficient with improvised weapons and unarmed strikes.
  • The Satyr’s unarmed strike uses a d4 for damage.
  • When the Satyr hits a creature with an unarmed strike or an improvised weapon on its turn, the Satyr can use a bonus action to attempt to grapple the target.

Woodland Being (suggested). The satyr has advantage on stealth checks when in woodland terrain.

ACTIONS

  • Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) bludgeoning damage.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Pipes of Charming (suggested).  The Satyr plays these pipes and create an enchanting melody. Each creature within 30 feet of the Satyr that can hear the music must succeed on a DC 14 Wisdom saving throw or be charmed by the Satyr until the end of the Satyr’s next turn. The charmed creature regards the Satyr as a friendly acquaintance. When the music ends, the charmed creature realizes that it was charmed by magic. A creature that succeeds on its saving throw is immune to this effect for 24 hours. The pipes can’t be used again until the next dawn.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Satyrs, also called fauns, are fey creatures that resemble stout male humans with the furry lower bodies and cloven hooves of goats. They have goat-like horns on their heads, which vary in shape and size, and often have facial hair and wild, curly hair. They have only a male sex, as female satyrs are extremely rare or nonexistent. They are usually tan to light brown in skin color, and red or chestnut brown in hair color. Satyrs are known for their curiosity, hedonism, and love of music, dancing, feasting, and debauchery. They are also very charismatic and persuasive, and enjoy playing tricks and pranks on others. Satyrs are native to the Feywild, a realm of pure emotion, but they can also be found in the Material Plane, especially in temperate forests where they can frolic freely.

COMBAT

Satyrs are not very fond of combat, preferring to avoid it or escape from it if possible. However, if they are provoked or threatened, they can defend themselves with a variety of weapons and abilities. Satyrs are proficient with shortswords, shortbows, and longbows, which they use to strike from a distance or in melee. They can also use their horns to ram their enemies with a powerful headbutt. Satyrs have a natural resistance to magic, which gives them an advantage on saving throws against spells and other magical effects. Satyrs also possess a set of pan pipes that can produce enchanting melodies that affect the minds of those who hear them. Depending on the tune they play, satyrs can charm, frighten, or put to sleep their foes with their pipes. Other satyrs are immune to these effects.

HABITAT / SOCIETY

Satyrs live in wild forests, where they can enjoy the beauty and bounty of nature. They often form small bands or communities with other satyrs, or join forces with other fey creatures such as dryads, nymphs, oreads, and centaurs. Satyrs are very social and friendly, and love to interact with other beings, especially those who share their passion for fun and pleasure. Satyrs are also very loyal to their friends and allies, and will help them in times of need. Satyrs have a chaotic neutral alignment, which means they value their freedom and individuality above all else. They do not follow any strict rules or laws, but rather act on their whims and emotions. They are not inherently evil or good, but rather seek to satisfy their own desires and interests. Satyrs worship Damh, the god of song and dance in the Celtic pantheon. Damh is also a satyr himself, and he represents the joy and vitality of life.

Satyrs are interested only in sport: frolicking, piping, chasing wood nymphs, and other pleasures. They resent intrusions and drive away any creature that offends them. A lucky wanderer may stumble on a woodland celebration, which will contain an equal number of dryads and satyrs plus 3d8 other woodland creatures and a 25% chance of 2d6 centaurs. Strangers are welcomed only if they contribute some good food and drink, especially superior (10+ gp per bottle) wines. Such wine can also be used to lure or bribe satyrs. If a group includes elves, they have a better chance of being welcomed.

These celebrations last all night in warm months, with newcomers waking up the next morning with massive headaches, minus a few valuables, and not a woodland creature (nor their tracks) to be found.

Shying away from the trappings of an organized society, a colony of satyrs usually includes young numbering 50% of the adults. Satyrs live in comfortable caves and hollow trees. There are no female satyrs and sages believe that dryads are the female counterparts of the satyr, and that satyrs mate with dryads to produce more satyrs and dryads. Satyrs share the dryads’ affection for humans of the opposite sex, but a female charmed by a satyr might return after 1d4 weeks.

Satyrs are an inoffensive, fun-loving race. They rarely venture more than 10 miles from their homes, most often doing so to gather food. They are fond of venison and small game but also eat plants and fruits. Satyrs in sylvan woodlands keep game animal populations at normal levels; they never hunt to excess or despoil plants.

ECOLOGY

Satyrs are omnivorous creatures that eat a variety of foods, such as fruits, nuts, berries, mushrooms, cheese, bread, wine, and meat. They prefer to eat in groups rather than alone, and they always set an extra place at their table for an unexpected guest or friend. Satyrs have a ritualistic way of eating that involves a series of stages: first they welcome each other and express their gratitude for the food; then they share their troubles and joys; then they make promises and commitments; then they eat and drink; then they sing and dance; then they rest and sleep. Satyrs reproduce by mating with other fey creatures or humans of the opposite sex. They do not form lasting bonds or families with their mates or offspring, but rather leave them to their own devices. Satyrs have a lifespan similar to humans, but they age more gracefully and retain their youthful appearance longer.

Satyrs is employed as material component to empower the following spells: