Satyr Firedancer Source: Theros Bestiary, Vol. III His heart, the coal; his eye, the spark; his hand, the whirling flame. "name": "Satyr Firedancer" "size": "Medium" "type": "2nd-level transmutation fey" "subtype": "satyr" "alignment": "Chaotic Evil" "ac": !!int "14" "ac_class": "natural armor" "hp": !!int "4" "hit_dice": "1d8 + 0" "modifier": !!int "1" "stats": - !!int "10" - !!int "12" - !!int "10" - !!int "10" - !!int "10" - !!int "14" "speed": "35 ft." "skillsaves": - "name": "[Acrobatics](/Compendium/rules/skills.md#Acrobatics)" "desc": "+3" - "name": "[Performance](/Compendium/rules/skills.md#Performance)" "desc": "+5" - "name": "[Persuasion](/Compendium/rules/skills.md#Persuasion)" "desc": "+4" "damage_resistances": "fire" "senses": "passive Perception 10" "languages": "Common, Sylvan, Any one language" "cr": "11" "traits": - "desc": "The entertainer's innate spellcasting ability is Charisma (spell save\ \ DC 12, +4 to hit with spell attacks). It can innately cast the following spells,\ \ requiring no material components: At will: Dancing Lights, Vicious Mockery\ \ 2/day: Charm Person, Detect Magic, Healing Word, Thunderwave" "name": "Innate Spellcasting" - "desc": "The entertainer has Advantage on saving throws against spells and other\ \ magical effects." "name": "Magic Resistance" - "desc": "The firedancer's weapon attacks are magical." "name": "Magic Weapons" - "desc": "Whenever the entertainer makes a long or high jump, it can cover an additional\ \ 1d8 feet, even when making a standing jump. This extra distance costs movement\ \ as normal." "name": "Mirthful Leaps" - "desc": "In addition to being a creature, the satyr is a 2nd-level divine transmutation\ \ spell with no target." "name": "Spell Nature" - "desc": "The satyr glows with the soft light of the night sky, shedding dim light\ \ in a 15-foot radius." "name": "Starlight Form" - "desc": "While the satyr is in any of Theros's three realms, it can magically\ \ convey what it senses to Xenagos." "name": "Telepathic Bond" - "desc": "The satyr swings an iron chain in circles with a torch on the end. The\ \ chain is 10 feet long and makes one full oscillation per round. The satyr\ \ can use an action on its turn to alternate the range to between 5 or 10 feet.\ \ The torch deals 18 (4d8) fire damage to every object that it comes within\ \ 5 feet of. If the chain itself strikes any target, it restrains that target\ \ (escape DC 20), and the satyr drops the chain. If the restrained target is\ \ flammable, it ignites. If the satyr drops the chain while swinging it, the\ \ torch moves in a straight line for 20 feet and drops." "name": "Whirling Flame" "actions": - "desc": "_Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4)\ \ bludgeoning damage. It can't ram while it's swinging its chain." "name": "Ram" "source": - "TBVIII"