Satyr
Medium Fey, chaotic neutral
100 XP
Special Abilities
Magic Resistance
The satyr has advantage on saving throws against spells and other magical effects.
Actions
Ram
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Variant: Panpipes
Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
Quick Reference
Running This Encounter
Satyrs are playful tricksters who excel at hit-and-run tactics and disruption rather than direct combat. Their high mobility (40 ft walk speed) allows them to dance in and out of combat, harassing enemies with ranged attacks while avoiding melee. Use their mischievous nature to create dynamic encounters where they taunt, trick, and redirect the party rather than fight to the death. Their pipes can charm enemies, adding a magical element that sets them apart from simple brutes.
Combat Tactics
Satyrs prioritize using their Panpipes to charm weaker-willed opponents, immediately removing them from combat. In melee, they rely on their dagger attacks while maintaining distance, using their superior speed to kite enemies around terrain and obstacles. They will attempt to escape if seriously threatened rather than fight to the death, employing their mobility and knowledge of the land to evade.
Environment & Setting
Satyrs thrive in forests, woodlands, and areas with natural cover where their 40 ft speed grants maximum advantage. Encounters work best in terrain with trees, undergrowth, or natural obstacles that reward mobility and provide escape routes.