Medium fey, Chaotic Neutral
| Armor Class | 15 (leather armor) |
|---|---|
| Hit Points | 38 (7d8 + 7) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 12 (+1) | 11 (+0) | 13 (+1) | 14 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +5, Performance +6, Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 15 |
| Languages | Common, Sylvan |
| Challenge | 2 |
The satyr has advantage on saving throws against spells and other magical effects.
Magic can't put the satyr to sleep.
The satyr makes three ram attacks or three shortbow attacks.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Ranged Attack Roll: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.