Satyr

by Brudduh

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Satyr

Satyrs are the happy-go-lucky creatures that frolic through the forests and grasslands of the Feywild. Although, they sometimes venture out into the material plane and spread their merriment where ever they go. They have been described by scholars as hedonistic revelers, trying to charm, or otherwise befriend, any creature they come across in their travels. While they prefer to wander alone, traveling with a permanent audience is sometimes too good of an opportunity to pass up.

Satyr Appearance

Satyrs look to be mostly human with long, pointed ears and furry, goat-like legs with cloven hooves. Although the rest of their body is not covered in fur, they have fairly hairy bodies. They also have small, curled horns growing from their forehead that resembles a goat's horns.

Master Minstrels

Music is an important part of satyr culture with each satyr's music is as diverse and strange as the individual. From a young age, satyrs are taught how to play an instrument and become masters by adulthood. Satyr music isn't just a form of entertainment, however. It is also used as a form of defense. Satyrs can use their music to influence a creature's mood and intentions. If a satyr is in danger, it can play its music and charm the attacker long enough for them to run away, or strike fear in the attacker and make it run away. With satyrs being typically nonviolent creatures, their special fey music ensures their survival in the more chaotic parts of the Feywild.

Satyr Names

Satyrs choose their own names when they reach adulthood and going by their mother's or father's name until then. These names are usually elvish sounding and can be simple or intentionally difficult to pronounce.

Satyr Names: Arloram, Bahsha, Chas, Dixonus, Doj, Fjin, Gul, Hurdim, Ilms, Kamm, Llyn, Mar, Qalopi, Riafaux, Roz, Syms, Talnap, Terius, Thon, Vopsiqy, Xeaxea, Yys

Satyr Traits

Your satyr character has certain characteristics common with all other satyrs.

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.

Age. Satyrs age at the same rate as humans and can live up to 250 years.

Alignment. Satyrs enjoy their personal freedom above most things and try to avoid being tied down to one place for too long. Satyrs also love jokes and harmless pranks, considering them to be forms of art. They are mostly chaotic neutral.

Size. Satyrs stand over 5 feet tall and can weigh up to 120 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Beguiling Presence. As an action, you can influence one humanoid creature within 30 feet of you, that can also see or hear you. The creature must succeed on a Wisdom saving throw or be charmed or frightened (your choice) by you for one minute or until it takes damage. The affected creature may make the saving throw again at the end of each of its turns. The DC of the saving throw is equal to 8 + your Charisma modifier. You regain the use of this ability again after a long rest.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. You are also considered a fey creature, instead of a humanoid.

Luck of the Fey. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Natural Performer. You have proficiency in the Performance skill.

Ram. Your horns are a natural weapon that you can use to make unarmed attacks. When you take the Dash action on your turn, you can use your bonus action to make an unarmed attack against a creature with your horns that deals bludgeoning damage equal to 1d6 + your Strength modifier.

Virtuoso. You have proficiency with one musical instrument of your choice between the pan flute, flute, or lyre.

Languages. You can speak, read, and write Common, Sylvan, and Elvish.

Credits

    Art: Satyr by Eva Widermann

Created by /u/Brudduh using GM Binder.