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)
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.