Sheyfaun

The sheyfaun are a race of demonic spirits that may be the counterparts to the good-aligned satyrs. THey are known to beguile mortals and feast on their flesh when they have them caught in their haunting music.

Sheyfaun CR: 7

Medium fiend, chaotic evil
Armor Class: 14 (natural Armor)
Hit Points: 68 (9d8+27)
Speed: 40 ft

STR

18 +4

DEX

18 +4

CON

16 +3

INT

12 +1

WIS

10 +0

CHA

18 +4

Skills: Deception +7, History +4, Performance +7, Persuasion +7
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses: Darkvision 120 ft. Passive Perception 10
Languages: common, abyssal, telepath 120 ft.
Challenge Rating: 7 ( 2,900 XP)
Proficiency Bonus: +3

Spellcasting. The sheyfaun casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16, +8 to hit):

At will: Friends, mage hand, mending, minor illusion

1/day: Raulothim's Psychic Lance

2/day: bestow curse, hold person, hypnotic pattern, phantasmal force, suggestion

3/day: Bane, hideous laughter, silvery barbs


Magic Resistance. The sheyfaun has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The sheyfaun makes 1 hoof attack and one charge attack.   Hoof. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 6 (2d6) psychic damage.   Charge. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) bludgeoning damage plus if the sheyfaun moved up to 10 feet just before the attack the target must make a strength saving throw DC 16 or be pushed 15 feet in the direction of the sheyfaun's choice.   Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Reactions

Charm of Rage. When the sheyfaun gets hit with an attack the creature who attacked it must make a wisdom saving throw DC 16. On a failure they enter a rage for one minute. Their strength score increases by 2, and they gain resistance to bludgeoning, piercing, and slashing damage until the rage ends.  During their turn they must attack any creature that is not a sheyfaun with a melee attack. At the end of their turn they can make the saving throw again, ending the effect on a success.