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Satyr Piper

Music is the lifeblood of any satyr revel, with likely no fewer than a dozen trained musicians in attendance at any party. Some satyrs even claim it was they who brought music to Theros, creating it in ancient times to spite the archon overlords, and spreading it to all of the civilized races. Nearly every satyr is trained in the use of a least one instrument, and satyrs only consider themselves a true musician if they are proficient with three or more.   But to satyr's ears, one instrument stands above the rest, perfect as a toll for ecstatic nights, and a soothing BLM for days of recovery. Soemtimes called a pan flute, other times a hornpipe, this instrument is often the first any satyr tries to learn. But while the basic execution is simple, only a true master of the pipes can bring out the innate magic hidden within their notes.   A Call to Play Every true satyr plays an instrument, and satyr musicians are a dime a dozen, but a satyr piper is a rare treat indeed. If a satyr pulls out a set of pipes at a party, they're guaranteed to be the center of attention, at least for the next hour, and their performance must be rapturous, or else they risk the jeers, taunts, and ridicule of their peers. To play the pipes at a satyr party, once can not simply be proficient. They must know how to channel magic through the music, using it in equal measures to charm and entice, inspire fear and shame, and relax and inspire everyone who hears it.   For this same reason, a satyr that plays the pipes is heavily mistrusted by other mortals. Stories abound, especially in human legends, of satyrs with magical pipes who lure away friends and loved ones, never to be seen again. Or who use their pipes to convince innocent folks to perform criminal acts, twisting good-natured people into black-hearted scoundrels. The truth of the matter is that, while a satyr piper can do many things, they can't change someone's essential being. A satyr piper doesn't force people to do things they don't want to do- only convinces them to go after what they seek deep down, but are too afraid to tell themselves or those around them. Though not as wicked, this ability is no less terrifying, especially for those who hold secrets close to their chest and have something they wish to keep hidden.  

Satyr Piper

Music is the lifeblood of any satyr revel, with likely no fewer than a dozen trained musicians in attendance at any party. Some satyrs even claim it was they who brought music to Theros, creating it in ancient times to spite the archon overlords, and spreading it to all of the civilized races. Nearly every satyr is trained in the use of a least one instrument, and satyrs only consider themselves a true musician if they are proficient with three or more.
 
But to satyr's ears, one instrument stands above the rest, perfect as a toll for ecstatic nights, and a soothing BLM for days of recovery. Soemtimes called a pan flute, other times a hornpipe, this instrument is often the first any satyr tries to learn. But while the basic execution is simple, only a true master of the pipes can bring out the innate magic hidden within their notes.


Armor Class12
Hit Points 10d8+10
Speed40 ft.
Strength11 (+0)
Dexterity14 (+2)
Constitution13 (+1)
Intelligence14 (+2)
Wisdom12 (+1)
Charisma17 (+3)
SkillsDeception d20+7 Performance d20+5 Persuasion d20+7
SensesPassive Perception 11
LanguagesCommonSylvan
Challenge4 (1,100 XP)
Special 1Magic ResistanceThe satyr has an advantage on saving throws against spells and other magical effects
Special 2SpellcastingThe satyr is an 8th-level spellcaster.Its spellcasting ability is Charisma (spell save DC 13).
It has the following bard spells prepared
Spells 1Cantrips (at will)Dancing LightsFriends
Vicious Mockery
Spells 21st level (4 slots)Animal FriendshipCharm Person
Disguise SelfTasha's Hideous Laughter
Spells 32nd level (3 slots)Blindness/DeafnessEnthrall
Invisibility
Spells 43rd level (3 slots)Dispel MagicFear
Stinking Cloud
Spells 54th level (2 slots)Confusion
Action 1RamMelee Weapon Attack d20+2 to hit
Reach 5 ft., one targetHit 2d4 bludgeoning damage
Action 2Luring SongThe satyr plays a magical melody on its pipes.Every humanoid within 300 feet of the satyr that can hear the song
must succeed on a DC 13 Wisdom saving throw or be charmed until the song ends.The satyr must take a bonus action on its subsequent turns to continue playing.It can stop playing at any time. The song ends If the satyr is incapacitated.While charmed by the satyr, a target is incapacitated and ignores the songs of other satyrs.
If the charmed target is more than 5 feet away from the satyr,the target must move on its turn toward the satyr by the most direct route,trying to get within 5 feet. It doesn't avoid opportunity attacks,but before moving into damaging terrains, such as lava or a pit,
and whenever it takes damage from a source other than the satyr,
the target can repeat the saving throw.A charmed target can also repeat the saving throw at the end of each of its turns.If the saving throw is successful, the effect ends on it.A target that successfully saves is immune to this satyr's song for the next 24 hours.

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