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Rutternettle CR: 3

Medium fey (satyr), chaotic evil
Armor Class: 14 (Studded Leather Armor)
Hit Points: 46 (7d8 + 14)
Speed: 35 ft

STR

8 -1

DEX

15 +2

CON

14 +2

INT

10 +0

WIS

12 +1

CHA

18 +4

Saving Throws: Dexterity +5, Charisma +7
Skills: Acrobatics +5, Deception +7, Disguise Kit +3, Insight +7, Musical Instruments (Bagpipes, Drums, Fiddle, Harp, Tin Whistle) +3, Performance +10, Persuasion +7, Stealth +8
Senses: Passive Perception 11
Languages: Common, Sylvan
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +3

Spellcasting. The satyr is a 6th-level spellcaster & his spellcasting ability is Charisma (spell save DC 15, +7 spell attack bonus). He has the following bard spells prepared:

  • Cantrips (at will): Friends, Prestidigitation, Vicious Mockery
  • 1st-Level (4 slots): Bane, Healing Work, Tasha's Hideous Laughter
  • 2nd-Level (3 slots): Blindness/Deafness, Enthrall, Heat Metal
  • 3rd-Level (3 slots): Bestow Curse, Hypnotic Pattern, Speak with Dead


Jack of All Trades. The satyr has a +1 bonus to any ability check that he doesn't already have a proficiency bonus.

Magic Resistance. The satyr has advantage on saving throws against spells & other magical effects.

Mirthful Leaps. Whenever the satyr makes a long or high jump, he can roll a d8 & add the number rolled to the number of feet he covers, even when making a standing jump. This extra distance costs movement as normal.

Song of Rest. During a short rest, the satyr can use soothing music or oration to help revitalize his wounded allies during a short rest. If he or any friendly creatures who can hear his performance regains hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Actions

Ram. Melee Weapon Attack: +2 to hit, 5' reach, one target. Hit: 1 (1d4 - 1) bludgeoning damage.

Rapier. Melee Weapon Attack: +5 to hit, 5' reach, one target. Hit: 6 (1d8 + 2) piercing damage.

Countercharm. The satyr can start a performance that lasts until the end of his next turn. During that time, he & any friendly creatures within 30' of him have advantage on saving throws against being frightened or charmed. A creature must be able to hear him to gain this benefit. The performance ends early if he is incapacitated or silenced or if he voluntarily ends it (no action required).

Bonus Actions

Bardic Inspiration (4/Rest). The satyr has a pool of four d8 Bardic Inspiration die. On his turn, the satyr can choose one creature other than himself within 60' of him that can hear him, giving them one Bardic Inspiration die.

Once within the next 10 minutes, the creature can roll the die & add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

If a creature casts a spell that restores hit points or deals damage, the creature can roll their Bardic Inspiration die & choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt.


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