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Satyr

Challenge1/2

Rules source: Monster Manual (2025) · CR: 1/2 · Type: Fey

Combat statistics

  • Armor Class: 13
  • Hit Points: 31 (7d8)
  • Speed: Walk 40 ft.
  • Initiative: +3 (13)
  • Challenge: 1/2 (100 XP)
  • Skills: Perception +2, Performance +6, Stealth +5
  • Senses: Passive perception 12
  • Languages: Common, Elvish, Sylvan
  • Proficiency Bonus: +2
  • Damage resistances: None listed
  • Damage vulnerabilities: None listed
  • Damage immunities: None listed
  • Condition immunities: None listed
Ability Score (modifier) Saving throw
STR 12 (+1) +1
DEX 16 (+3) +3
CON 11 (+0) +0
INT 12 (+1) +1
WIS 10 (+0) +0
CHA 14 (+2) +2

Revised rules text

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.

Reference from your core rulebook

The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.

Monster Manual (2025) — PDF page 271

Open the original rulebook — PDF page 271 — source PDF is not included in this player reference.

Printed book page: 268.

Sources

  • Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
  • Monster Manual — original reference dataset (legacy source)
  • SRD 5.2.1 (external reference) — complete revised rules block
  • Structured SRD transcription (external reference) — searchable text; printed block remains authoritative

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