SATYR THORNBEARER
Not all satyrs live lives o f pure whimsy. When forced to
defend their friends and homes, satyr thornbearers are
quick to take up their bows and strike against danger.
Particularly amid the dense trees of the Skola Vale,
these satyr skirmishers cooperate in loose teams, using
guerrilla tactics to harass foes then melt back into the
forest. The blessings of Nylea aid the satyrs in protect
ing their home, and a single arrow from a thornbearer's
bow might rain down like a volley from a whole army.
Sleepless Reveler. Magic can't put the satyr to sleep.
SATYR ThORNBEARER
Medium fey, chaotic neutral AC T I O N S
Armor Class 1 5 (leather armor) Multiattack. The satyr makes three ram attacks o r three short
Hit Points 38 (7d8 + 7) bow attacks.
Speed 40 ft.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.
Hit: 6 (2d4 + 1) bludgeo n i n g damage.
STR DEX CON I NT WIS CHA
12 (+l) 18 (+4) 12 (+l ) 1 1 (+O) 1 3 (+l) 1 4 (+2) Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft. ,
one target. Hit: 7 ( l d 6 + 4 ) piercing damage.
Skills Perception +5, Performance +6, Stealth +6
Senses passive Perception 1 5 Hail ofArrows (Recharges after a Short or Long Rest). The satyr
Languages Common, Sylvan fi res an arrow that magically transforms into a flurry of missiles
Challenge 2 (450 XP) i n a 30-foot cone. Each creature i n that area must make a DC
1 4 Dexterity savi ng throw, taking 1 7 (Sd6) piercing damage on
Magic Resistance. The satyr has advantage on savi ng th rows a failed save, or half as much damage on a successful one.
agai nst spel l s and other magical effects. � #
... .
C HAPTER 6 I FRIENDS AND FOES
2 43