Free interactive D&D 5e SRD stat block

Satyr

Medium Fey, CR 1/2, AC 13, 31 HP. Chaotic Neutral.

Medium Fey, Chaotic Neutral

AC
13
Initiative
+3 (13)
HP
31 (7d8)
Speed
40 ft.
ScoreModSave
STR 12 +1 +1
DEX 16 +3 +3
CON 11 +0 +0
INT 12 +1 +1
WIS 10 +0 +0
CHA 14 +2 +2
Skills
Perception +2 , Performance +6 , Stealth +5
Senses
Passive Perception 12
Languages
Common, Elvish, Sylvan
CR
1/2 (XP 100; PB +2)

Traits

Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects.

Actions

Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4+3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself.

Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6+2) Psychic damage.

How to run Satyr

A satyr is the wrong kind of party guest. He runs at the party from a tree line playing the pipes, gets the ranger drunk before sunset, picks a fight at the bonfire, and then fights with his hooves and a string of insults. The combat stat block is small (31 HP, AC 13, CR 1/2), but the encounter is the scene around it. Set the satyr in a glade where he has Performance +6, an audience of forest creatures, and the moral high ground for whatever offense the party has caused.

Open with Mockery. DC 12 Wisdom save, 90 ft. range, 5 psychic on a fail. The DC is low, but the range means he can stand at the edge of bowshot and chip away while the party closes through difficult forest terrain. He should be moving the whole time at 40 ft., never letting a melee PC pin him. When a PC does close, hit them with Hooves at +5, average 5 bludgeoning, and push them 10 feet straight back. That push is the trick. He uses it to kick a fighter back into a thorn patch, off a ledge, into a deer pit, into the river. Build the terrain around the push.

Magic Resistance is the spike. Advantage on saves against spells means Sleep, Hold Person, Charm, and Suggestion all probably fail. Telegraph this once: the wizard's first save-or-suck spell shrugs off, and the satyr blows a kiss before going back to taunting. The party will adjust to nonmagical pressure, which is exactly the fight a satyr wants.

He runs as soon as he is hurt. Bloodied with no allies near, the satyr disengages into the woods at 40 ft. and is gone, calling back insults the whole way. The party will not catch him. He is back the next session, with a friend, and a grudge, and now somebody owes him a song.

Have the satyr name the offense before he attacks. "You felled my oak." "You killed the doe with the white forehead." "You came to my glade with iron in your boots." A satyr who attacks for no stated reason is a goblin in horns.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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