Hyrsam Character in Faerûn | World Anvil
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Hyrsam

The Prince of Fools

Overview

Hyrsam is a fun-loving and dangerous entity. Older than all but the most ancient fey, Hyrsam remembers the time before the first elven kingdoms. He is the spirit of music, a force of revelry and humor made flesh. He loves nothing more than rich wine, good music, and attractive women, and with his natural charm it is easy for him to acquire them all and more.  

The Fool

Hyrsam occasionally claims that he was born from the first joke ever told. Of course, Hyrsam is a well-known fabricator, and his words should never be taken at face value. However, all jokes contain a kernel of truth, and it is clear that Hyrsam possesses a mastery of humor and wit unmatched by any other being. What's more, he understands every audience he entertains. A group of children will receive a humorous array of pratfalls and puns, while a group of jaded adults will be treated to scathing and astute satire.  

The Savage

Hyrsam has often claimed to be the firstborn son of Oberon, the Green Lord. He certainly is as at home in the untamed Feywild as he is in the open markets of the mortal realm, and he can be just as ferocious as any beast. It often amuses him to create deadly traps and pranks, and in battle he is as full of surprises as he is brutal, able to effortlessly counter attacks and redirect magic. Oberon, for his part, has made no effort to confirm or deny these claims.  

The Music Never Dies

Hyrsam declares himself the true child of music itself. Though no one knows what exactly he means by this, it is clear that he does not make this claim without cause. Should Hyrsam be slain, he will be reborn not long after in the Feywild wherever music can be found. However, should he be deafened at the moment of his death, he will be unable to hear the music and will perish forever, leaving the world with one less song in it.    

Hyrsam CR: 17 (18,000 XP)

Medium fey, chaotic neutral
Armor Class: 20
Hit Points: 157 (21d8 + 63)
Speed: 40 ft

STR

16 +3

DEX

17 +3

CON

16 +3

INT

24 +7

WIS

20 +5

CHA

25 +7

Saving Throws: Dex +9, Int +13, Wis +11, Cha +13
Skills: Deception +13, History +13, Intimidation +14, Perception +11, Performance +19, Persuasion +13 Sleight of Hand +9, Stealth +9
Damage Immunities: Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
Condition Immunities: Charmed, Exhausted, Frightened
Senses: Truesight 120 feet, Passive Perception 21
Languages: All
Challenge Rating: 17 (18,000 XP)

Cunning Action. On each of his turns, Hyrsam can use a bonus action to take the Dash, Disengage, or Hide actions.   Innate Spellcasting. Hyrsam's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  Legendary Resistance (3/Day). If Hyrsam fails a saving throw, he can choose to succeed instead.   Magic Weapons. Hyrsam's weapon attacks are magical.   Satyr's Charm. Hyrsam adds his Charisma modifier to his AC and initiative rolls (initiative +10).   Spell Reversal. Hyrsam has advantage on saving throws against spells and other magical effects. When Hyrsam succeeds on a saving throw against a spell, he can choose to change the target or point of origin of the spell to any target or point within 60 feet.   Spirit of Music. If Hyrsam is killed, then he magically regenerates in 1d10 days with full hit points, appearing in a random location in the Feywild. If Hyrsam is deafened when he is killed, this feature does not function and Hyrsam is permanently killed.

Actions

Multiattack. Hyrsam can play his viol. He then makes two longbow attacks or casts one at-will spell.   Longbow. Melee Weapon Attack: +9 to hit, range 150/600 feet, one target. Hit: 1d8 + 3 piercing damage.   Viol. Hyrsam plays a song on his viol, choosing from one of the following effects: a wild dance, a charming melody, a frightening strain, or a soothing lullaby. Any creature within 120 feet that can hear it must succeed on a DC 21 Wisdom saving throw or be affected as described below. Creatures that can't be charmed aren't affected. This effect lasts as long as Hyrsam continues to play the song, as if concentrating on a spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful, the creature is immune to that specific song for the next 24 hours.

  • Wild Volta. The creature starts dancing. Any creature currently afflicted by Otto's irresistible dance or Tasha's hideous laughter automatically fails this saving throw. While dancing, the creature must use its reaction on Hyrsam's turn to move in whatever direction that Hyrsam dictates.
  • Charming Melody. The creature is charmed by Hyrsam. If Hyrsam or any of his companions harm the creature, it can immediately make a saving throw against this effect and all subsequent saving throws are made with advantage.
  • Frightening Strain. The creature is frightened.
  • Gentle Lullaby. The creature falls asleep and is unconscious. The effect ends if the creature takes damage or is someone takes an action to shake the creature awake.

Legendary Actions

Hyrsam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hyrsam regains spent legendary actions at the start of his turn.   Attack. Hyrsam makes one attack with his Longbow.   Joke (Costs 2 Actions). Hyrsam casts Tasha's hideous laughter or vicious mockery.

Alignment
Chaotic Neutral
Children
Gender
Male

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