Satyr Trickster
Medium monstrosity, chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 27 (6d8)
Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 15 (+2)
- Skills Deception +4, Nature +3, Perception +3,
Stealth +5, Survival +3- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Darnassian
Challenge 1 (200 XP)
Cunning Action. The satyr can use its bonus action to take the Dash, Disengage, or Hide action.
Innate spellcasting. The satyr's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.
At will: mage hand, minor illusion
1/day each: fog cloud, invisibilityShadowmeld. The satyr can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Sneak Attack (1/Turn). The satyr deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the satyr that isn't incapacitated and the satyr doesn't have disadvantage on the attack roll.
Actions
Multiattack. The satyr makes two attacks: one with its claw and one with its scimitar.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.