Satyr Rambler
For most satyrs, the greatest calling of their lives will be the sound of their friends calling them to enjoy and relax, or the calling of an instrument to learn its secrets. But a rare few satyrs, rather that feel themselves pulled to a life of endless revelry, are instead gifted by the gods with an intense and unshakeable wanderlust. While most satyrs enjoy a good trip, to the next valley over or a week-long festival in a nearby forest, some instead seek a journey - a lifelong visit to far away places, interested locales, and even the edges of the known world.
Blessed to Wander Known as ramblers by their people, satyrs with an incredible wanderlust are seen as having been chosen by the gods. Either touched by the hand of Kruphix, god of horizons, or chosen for a greater purpose by Klothys, god of destiny. In the case of the former, the satyr in question is likely to travel as far as their maps will take them, and then further, only returning to bring back knowledge of strange places filled with stranger people, which may or may not even exist. In the case of ramblers blessed by Klothys, their travels may not carry them quite so far, but will take them to dozens or even hundreds of different places, where they will touch the lives of just as many people. There they will play important roles in the stories of important individuals, such as heroes destined for the stories, or even become an important figure themselves. Though they might never return home, word of their deeds will no doubt reach those who once knew them, and their names will rest forever on the lips of satyrs across Theros.
Cursed to Roam though most ramblers are given a great gift by the gods, some of them are touched by darker forces. The god of passage, Athreos, is also known to bestow his blessings upon young satyrs. Unlike the curiosity created by Kruphix, or the destiny granted by Klothys, ramblers touched by Athreos view their wanderlust as a curse. It forces them to look for new entrances to the underworld, hidden passageways that Athreos might then use to more quickly shuttle back and forth between the land of the dead and the land of the living. This drive to find such places s never-ending, and rarely satisfying, as some satyr ramblers forced to bow to Athreos go their whole lives without ever finding a way to the underworld.
Satyr Rambler
For most satyrs, the greatest calling of their lives will be the sound of their friends calling them to enjoy and relax, or the calling of an instrument to learn its secrets. But a rare few satyrs, rather that feel themselves pulled to a life of endless revelry, are instead gifted by the gods with an intense and unshakeable wanderlust. While most satyrs enjoy a good trip, to the next valley over or a week-long festival in a nearby forest, some instead seek a journey - a lifelong visit to far away places, interested locales, and even the edges of the known world.
Armor Class | 15 | ||
---|---|---|---|
Hit Points | 8d8+16 | ||
Speed | 45 ft. | ||
Strength | 14 (+2) | ||
Dexterity | 18 (+4) | ||
Constitution | 14 (+2) | ||
Intelligence | 12 (+1) | ||
Wisdom | 12 (+1) | ||
Charisma | 14 (+2) | ||
Saving Throws | Dexterity d20+6 | ||
Skills | Athletics d20+6 | Perceptions d20+3 | Survival d20+3 |
Senses | Passive Perception 13 | ||
Languages | Common | Sylvan | |
Challenge | 2 (450 XP) | ||
Special 1 | Charge | If the satyr moves at least 30 feet straight toward a target | and then hits it with a ram attack on the same turn, |
the target takes an extra 3d4 bludgeoning damage | and must succeed on a DC 12 strength saving throw or be knocked prone | ||
Special 2 | Magic Resistance | The satyr has an advantage on saving throws against spells and other magical effects | |
Special 3 | Trample | When the satyr reduces a creature to 0 hit points with a melee weapon attack, | it can automatically make another attack |
with the same weapon against a different target within reach | |||
Action 1 | Multiattack | The satyr makes two attacks one with its ram and | one with its scimitar, or two with its scimitar |
Action 2 | Ram | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d4+2 bludgeoning damage | ||
Action 3 | Scimitar | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d6+4 slashing damage |
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