Satyr Revelmaster

Monster Manual (2025) p. 268

Size
Medium
Type
fey
Alignment
chaotic neutral
AC
17
Initiative
7
Hit Points
82 (15d8+15)
Speed
walk 40 ft.
Saving Throws
Wis +5, Dex +7
Skills
Performance +9, Acrobatics +7, Perception +5
Passive Perception
15
Languages
Common, Elvish, Sylvan
Challenge
6
Lineage
Satyr
Environment
forest, planar (feywild)
STR
12
+1
DEX
18
+4
CON
12
+1
INT
12
+1
WIS
14
+2
CHA
17
+3

Traits

Proficiency Bonus

+3

Treasure

Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Magic Resistance

The satyr has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The satyr makes three Prance attacks.

Prance

Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage, and the target has the Charmed condition until the start of the satyr's next turn.

Fey Melody (Recharge 4-6)

The satyr conjures a charming or frightening song. Wisdom Saving Throw: DC 14, each enemy in a 60-foot Emanation originating from the satyr. Failure: The target is subjected to the song's effect:

Charming: The target has the Charmed condition for 1 minute. While Charmed, the target has the Incapacitated condition and uses all its movement to dance in place. The effect ends on the target if it takes any damage. Frightening: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition for 1 minute. If the target ends its turn out of line of sight from the satyr, the condition ends on it.

recharge

D4

Other data

description

Satyrs embody the untamed joys of the wilderness. They indulge in sprees of merrymaking—eating, drinking, performing, fighting, and frolicking.

Satyr Revelmaster: Satyr revelmasters use magical music to change the moods of other creatures. They do so to keep their celebrations exciting and to ward off foes.