World of Warcraft: Legion world illustration - Fantasy theme
Fantasy

World of Warcraft: Legion

M
Muttboy

Explore the Broken Isles of Azeroth, set during the World of Warcraft: Legion.


Author's Note: A recreation of the world of warcraft expansion legion. The burning legion has entered through a portal during the legion's third and largest invasion of Azeroth.
Played83 times
Cloned10 times
Created
171 days ago
Last Updated
7 days ago
VisibilityPublic
Darkfiend Satyr
CR 8Medium Fiend
Darkfiend Satyr
HP Range75 - 90 (Avg: 83)
AC15
XP3900

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.

Details
SizeMedium
TypeFiend
CR8
XP3900
LanguagesCommon, Abyssal, Sylvan
Defenses
Armor Class15
HP Range75 - 90 (Avg: 83)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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