Satyr Piper
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 Class | 12 | ||
---|---|---|---|
Hit Points | 10d8+10 | ||
Speed | 40 ft. | ||
Strength | 11 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 13 (+1) | ||
Intelligence | 14 (+2) | ||
Wisdom | 12 (+1) | ||
Charisma | 17 (+3) | ||
Skills | Deception d20+7 | Performance d20+5 | Persuasion d20+7 |
Senses | Passive Perception 11 | ||
Languages | Common | Sylvan | |
Challenge | 4 (1,100 XP) | ||
Special 1 | Magic Resistance | The satyr has an advantage on saving throws against spells and other magical effects | |
Special 2 | Spellcasting | The satyr is an 8th-level spellcaster. | Its spellcasting ability is Charisma (spell save DC 13). |
It has the following bard spells prepared | |||
Spells 1 | Cantrips (at will) | Dancing Lights | Friends |
Vicious Mockery | |||
Spells 2 | 1st level (4 slots) | Animal Friendship | Charm Person |
Disguise Self | Tasha's Hideous Laughter | ||
Spells 3 | 2nd level (3 slots) | Blindness/Deafness | Enthrall |
Invisibility | |||
Spells 4 | 3rd level (3 slots) | Dispel Magic | Fear |
Stinking Cloud | |||
Spells 5 | 4th level (2 slots) | Confusion | |
Action 1 | Ram | Melee Weapon Attack | d20+2 to hit |
Reach 5 ft., one target | Hit 2d4 bludgeoning damage | ||
Action 2 | Luring Song | The 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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