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Satiri

Satyr Satyr Trickster


medium demon medium demon

Armor Class 13 (natural armor) Armor Class 15 (studded leather armor)


Hit Points 19 (3d8+6) Hit Points 39 (6d8+12)
Speed 35ft. Speed 35ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 9 (-1) 12 (+1) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 14 (+2)

Skills Deception +4, Perception +3, Stealth +4 Skills Deception +4, Perception +3, Stealth +4
Senses Darkvision 60ft., Passive Perception 13 Senses Darkvision 60ft., Passive Perception 13
Languages Common, Darnassian, Eredun Languages Common, Darnassian, Eredun
Challenge 2 (450 XP) Challenge 4 (1100 XP)

Shadowmeld. The satyr can attempt to hide even Innate Spellcasting. The satyr's innate spellcasting
when it is only lightly obscured by foliage, heavy ability is Charisma (spell save DC 12, +4 to hit with
rain, falling snow, mist, or other natural phenomena. spell attacks). The satyr can innately cast the
following spells, requiring no material components:
Actions At will: shadow bolt (see "Actions" below)

Scimitar. Melee Weapon Attack: +5 to hit, reach 1/day each: dispel magic, slow
5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shadowmeld. The satyr can attempt to hide even
when it is only lightly obscured by foliage, heavy
rain, falling snow, mist, or other natural phenomena.

Actions
Multiattack. The satyr makes two melee attacks.
After using the attack action, the satyr can make a
further attack with the second scimitar using his
own bonus action.
Scimitar. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Shadow Bolt (Cantrip). Ranged Spell Attack: +4 to
hit, range 120 ft., one target. Hit: 5 (1d10) necrotic
damage.
Satyr Shadowdancer Satyr Soulstealer
medium demon medium demon

Armor Class 15 (studded leather armor) Armor Class 15 (studded leather armor)
Hit Points 55 (10d8+10) Hit Points 66 (12d8+12)
Speed 35ft. Speed 35ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 16 (+3) 14 (+2) 14 (+2)

Skills Arcana +4, Deception +5, Perception +4, Skills Arcana +6, Deception +5, Perception +5,
Persuasion +5, Stealth +5 Persuasion +5, Stealth +6
Senses Devil's Sight 120ft., Passive Perception 14 Senses Darvision 60ft., Passive Perception 15
Languages Common, Darnassian, Eredun Languages Common, Darnassian, Eredun
Challenge 4 (1100 XP) Challenge 6 (2300 XP)

Innate Spellcasting. The satyr's innate spellcasting Innate Spellcasting. The satyr's innate spellcasting
ability is Charisma (spell save DC 13, +4 to hit with ability is Intelligence (spell save DC 14, +6 to hit
spell attacks). The satyr can innately cast the with spell attacks). The satyr can innately cast the
following spells, requiring no material components: following spells, requiring no material components:

At will: bane, shadow bolt (see "Actions" below)


At will: animated dead (see "Actions" below)

1/day: greater invisibility 3/day: counterspell


Shadowmeld. The satyr can attempt to hide even Shadowmeld. The satyr can attempt to hide even
when it is only lightly obscured by foliage, heavy when it is only lightly obscured by foliage, heavy
rain, falling snow, mist, or other natural phenomena. rain, falling snow, mist, or other natural phenomena.

Actions Actions
Short Sword. Melee Weapon Attack: +5 to hit, reach Scimitar. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 6 (1d6 + 3) slashing damage. 5ft., one target. Hit: 6 (1d6 + 3) slashing damage
plus 7 (2d6) poison damage.
Shadow Bolt (Cantrip). Ranged Spell Attack: +5 to
hit, range 120 ft., one target. Hit: 10 (2d10) Animated Dead. The spell doesn't need the material
necrotic damage. components, but it still needs a pile of bones or a
corpse of a Medium or Small humanoid for it to be
cast. The satyr casts the spell as if using a level 4
slot.

The satyr starts the fight with 3 skeletons.


Satyr Hellcaller
medium demon

Armor Class 15 (studded leather armor)


Hit Points 78 (12d8+24)
Speed 35ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Wis +5, Char +6


Skills Arcana +6, Deception +5, Perception +5,
Persuasion +5, Stealth +6
Senses Darvision 60ft., Passive Perception 15
Languages Common, Darnassian, Eredun
Challenge 8 (3900 XP)

Innate Spellcasting. The satyr's innate spellcasting


ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). The satyr can innately cast the
following spells, requiring no material components:
1/day: create undead (see "Actions" below)

3/day: haste
Shadowmeld. The satyr can attempt to hide even
when it is only lightly obscured by foliage, heavy
rain, falling snow, mist, or other natural phenomena.

Actions
Multiattack. The satyr makes two melee attacks.
Scimitar. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Create Undead. The spell doesn't need the material
components, but he still needs the corpses of
Medium or Small humanoids for it to be cast.
Unholy Aura (Recharges after a Short or Long Rest).
For 1 minute, the satyr gives off a unholy aura. Any
ally within 30ft. from the satyr has 10ft. more
movement.

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