Explore the Broken Isles of Azeroth, set during the World of Warcraft: Legion.
Played | 83 times |
Cloned | 10 times |
Created | 171 days ago |
Last Updated | 7 days ago |
Visibility | Public |
Description
The Darkfiend satyr represents the twisted essence of its kin, having succumbed to the corruption of the emerald nightmare. Driven by the dark powers of the old gods, this creature is a nightmare incarnate, blending the enchanting allure of a satyr with horrific deformities. Its presence is a foreboding reminder of the insidious nature of chaos, leading some to madness while empowering others with its dark magic.
Size | Medium |
Type | Fiend |
CR | 8 |
XP | 3900 |
Languages | Common, Abyssal, Sylvan |
Armor Class | 15 |
HP Range | 75 - 90 (Avg: 83) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Chilling Charm
The Nightmare Satyr targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eldritch Whip
The Nightmare Satyr lashes out with an eldritch tendril. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 2d10 + 5 psychic damage, and the target must succeed on a DC 16 Constitution saving throw or take an additional 2d6 psychic damage at the start of its next turn.
Nightmare Dance
The Nightmare Satyr performs an eerie dance. Each creature of its choice within 30 feet must succeed on a DC 16 Wisdom saving throw or take 3d8 psychic damage and be frightened until the end of their next turn. On a successful save, the creature takes half damage and is not frightened.