Satyr
Mordenkainen Presents: Monsters of the Multiverse p. 29
- Tamaño
- Mediano
- Velocidad
- 35
- Puntuaciones
- Cha +2, Dex +1
- Competencias
- Performance, Persuasion
Rasgos
Originating in the Feywild—a realm of pure emotion—satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they're usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane's splendor to other worlds.
Ability Score Increase
Increase one ability score by 2 and increase a different score by 1, or increase three different scores by 1.
Creature Type
You are a Fey.
Age
Satyrs mature and age at about the same rate as humans.
Alignment
Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
Size
Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.
Here's how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d8 Height = 4 feet + 8 inches + your size modifier in inches Weight in pounds = 100 + (2d4 x your size modifier)
Ram
You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Magic Resistance
You have advantage on saving throws against spells.
Mirthful Leaps
Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
Reveler
As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.