Like their fey brethren, shadow satyrs enjoy drink and revelry. However, the effort required to sustain pleasure in the Shadowfell has twisted their sense of indulgence. They need a constant influx of not only stimuli, but also captives, who they use to shield themselves from the powerful, negative emotional space around themselves. On other planes, this darkness manifests in dark and twisted ceremonies, pushing beyond the borders of pleasure to pain or corruption.
SHADOW SATYR Medium fey, chaotic evil
Hit points 85
Speed 40 ft.
Strength 14 (+2) Dexterity 20 (+5) Constitution 15 (+2)
Intelligence 12 (+1) Wisdom 10 (+0) Charisma 18 (+4)
Skills Deception +7, Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan, Shaden (Shadowfell equivalent of Sylvan)
Challenge 5
Magic Resistance. The shadow satyr has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The shadow satyr’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
3/day: confusion, detect thoughts
1/day: charm person, suggestion
ACTIONS
Multiattack. The shadow satyr makes three melee attacks or two range attacks: it rams a target and uses its shortsword twice or it makes two shortbow attacks.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Shortbow. Range Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
VARIANT: SHADOW SATYR ALE
Skills Persuasion +7
Usually, one shadow satyr is responsible for providing the Shadowfell ale and convincing their newfound friends to consume freely.
One way they bewitch other creatures, especially the good, pure, and beautiful, to participate is by consuming their ale. After one flagon, a creature must succeed on a DC 15 Constitution saving throw or be charmed by the shadow satyr for one hour and have disadvantage on all ability checks against the shadow satyr. The creature is also intoxicated. The DC increases by two for each drink per hour. If a creature fails by 10 or more, they fall unconscious.
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