fascinating and horrible ideas for fantasy TTRPGs

Satyr

Medium fey, chaotic neutral

Armor Class 14 (leather armor)
Hit Points 31 (7d8)
Speed 40 ft.

STRDEXCONINTWISCHA
12 (+1)16 (+3)11 (+0)12 (+1)10 (+0)14 (+2)

Skills Perception +2, Performance +6, Stealth +5
Senses passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)

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

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


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Weakness Illusion Ring

Wearing this ring makes you appear weak to any potential enemies. To remove the illusion from yourself, you must remove the ring.

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We've learned a few lessons from running all sorts of RPGs. We've collected our GM advice here.

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