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Medium fey · CR 1/2

Satyr

Armor Class14
Hit Points31 (7d8)
Speed40 ft.
ChallengeCR 1/2 (100 XP)
STR
12
(+1)
DEX
16
(+3)
CON
11
(+0)
INT
12
(+1)
WIS
10
(+0)
CHA
14
(+2)
SkillsPerception +2, Performance +6, Stealth +5
Sensespassive Perception 12
LanguagesCommon, Elvish, Sylvan
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 (1 d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Running Satyr in an encounter

As a CR 1/2 threat worth 100 XP, Satyr is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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