BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Satyr

Satyr are descended from Cervidal who chose to dwell in the Feywild and interbreed with Nymphs. Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure.   Satyrs are driven by curiosity and hedonism in equal measure. They have a natural sense of wonder regarding the world around them and the creatures with which they share that world. Though many satyrs are shy, satisfying their curiosity cautiously and from the shadows, they all have a burning desire to see, touch, and know more. This is not to say that they are reckless, however. Satyrs exercise great caution in their exploration, a result of living in the Feywild with its wild magic and hidden dangers. In addition, satyrs seek to satisfy their curiosity through the spread of stories and songs, allowing a satyr to feed the inquisitiveness of others by retelling a tale of his exploits. Most satyrs are proficient with at least one musical instrument, and a satyr revel is always a musical affair.   A satyr will take risks, but those risks are typically measured against his preparation and cunning. A satyr seeks to gain any advantage that he can early on, then presses that advantage. When meeting new creatures, satyrs are cautious to the point of outright suspicion. When new people have proven themselves trustworthy, a satyr becomes a dedicated and relentless ally.   Satyrs allow no opportunity for revelry to pass them by. They celebrate any holiday they have ever heard of—and are entirely cognizant that the civilizations of the world have enough festivals and holy days between them to justify celebrating on a nonstop basis. However, despite their love of wine, song, dance, and stories, satyrs are rarely reckless in their hedonism. In the midst of a celebration, a satyr maintains an awareness for danger, and he ensures that his revels do not cause the creatures he cares about to come to harm.

Basic Information

Anatomy

Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair.   Satyrs resemble humans with the legs of goats, and they are covered in fur from the waist down. Most satyrs have a pair of small horns sprouting from their heads, ranging in shape from a pair of small nubs to the curling horns of the largest rams. They display the broad shoulders and powerful upper bodies of humans, and most sport some kind of facial hair. Their wild, curly hair ranges in length, with younger satyrs keeping their hair short. Older satyrs let it grow as they age, until it hangs about their shoulders.

Genetics and Reproduction

Born of a union between satyr or cervidal and nymph, a satyr is always male. Daughters of satyrs are nymphs. In addition to being born out of sexual reproduction, satyrs can also spontaneously form in areas of the Feywild associated with revelry, music and fun, a function known as emotionogenesis.

Growth Rate & Stages

Young satyrs grow quickly to maturity. Though they remain small in size as children, satyrs are capable of complex speech and movement in a matter of weeks. Young satyrs resemble infants in size and appearance, but they speak and interact with the competence of a human adolescent.

Ecology and Habitats

Satyrs in the Feywild congregate in places of beauty and safety. Forest glades, patches of open grass near babbling streams, and shaded ponds under willow trees are all excellent places to find satyrs at rest. Satyrs build their homes as a part of the landscape, with houses constructed in the trunks of trees or dug into the ground like burrows. Their homes are humble and comfortable, for although they love revelry, they enjoy the simple pleasures the most. When entering a satyr’s home, one finds a well-stocked pantry and a collection of fine food and drink from far-flung places. Despite these comforts, satyrs spend little time in their homes, instead preferring to dwell in the open beauty of nature.

Dietary Needs and Habits

Hedonistic Revelers. Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration.   Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends.

Additional Information

Social Structure

They live in small clans, usually numbering one to two dozen but sometimes as small as five or six.
Genetic Ancestor(s)
Lifespan
They can live to be two hundred years old or more.
Average Height
5'2"–5'10"
Average Weight
120–190 lb.
Related Ethnicities

Remove these ads. Join the Worldbuilders Guild

Satyr

Medium fey, chaotic neutral
Armor Class 14 (Leather Armor)
Hit Points 31 7d8
Speed 40ft

STR
12 +1
DEX
16 +3
CON
11 0
INT
12 +1
WIS
10 0
CHA
14 +2

Skills Perception +2, Performance +6, Stealth +5
Senses passive Perception 12
Languages Sylvan
Challenge 1/2


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: (2d4 + 1) bludgeoning damage.   Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.   Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: (1d6 + 3) piercing damage.   Variant:   Panpipes. Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.   Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.   Frightening Strain. The creature is frightened for 1 minute.


 

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!