Satyr Folk Hero
Every hill district has one: the satyr who turned a raid at a bridge, talked a tax collector out of a village, or carried somebody's grandmother off a burning roof. The horns have gone amber with age and the story has grown in the telling. When a new threat comes up the valley, the crowd looks to him and he goes.
- Physiology
- Fae, Beast
- Size
- Medium
- Speed
- 40 ft.
- Armor class
- 16
- Hit points
- 84 (13d8 + 26)
- Proficiency
- +2
- STR 16 +3 save +3
- DEX 15 +2 save +2
- CON 14 +2 save +2
- INT 12 +1 save +1
- WIS 14 +2 save +2
- CHA 18 +4 save +6
- Skills
- Athletics +5 , Performance +6 , Persuasion +6
- Passive Perception
- 12
- Senses
- darkvision 60 ft.
- Languages
- Sylvan, Common
Traits
-
Rallying Presence
Allies within 60 feet that can see him cannot be Frightened and have a +1 bonus to attack rolls.
-
Unshakable
The satyr cannot be persuaded, threatened or Charmed into leaving a fight that other people cannot leave.
Actions
-
Multiattack
The satyr makes two spear attacks.
-
Bridge Spear
+5 to hit · reach 10 ft.
1d10 + 3 piercing damage
-
Ram
+5 to hit · reach 5 ft.
2d6 + 3 bludgeoning damage
-
Rallying Tale
Up to four allies within 30 feet gain 10 temporary hit points and advantage on their next saving throw, and one hostile creature that can hear him makes a DC 14 Wisdom save or is Frightened until the end of its next turn.