Prince of the Pipes

Medium fey, chaotic neutral

Armor Class

17 (natural armor)

Hit Points

55 (10d8 + 10)

Speed

40 ft.

Saves

Cha +7, Dex +8, Int +5

Skills

Perception +6, Performance +7, Persuasion +7, Stealth +8

Languages

Sylvan, Common, Elvish

Challenge

7

Innate Spellcasting

The prince's innate spellcasting ability is Wisdom (spell save DC 16). The prince can innately cast the following spells, requiring no components. • At will: druidcraft, pass without trace, speak with animals • 3/Day: animal messenger, detect thoughts

Magic Resistance

The prince has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The prince makes two attacks.

Ram

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

+1 Shortsword

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.

+1 Shortbow

Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.

Pipes of Feyland

The prince plays his pipes and chooses one of the following magical effects: a charming melody, a slow melody, or a paralyzing song. Any creature within 90 feet of the prince that can hear the pipes must succeed on a DC 16 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can't be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours. Charming Melody. The creature is charmed by the prince for 1 minute. If the prince or any of his companions harms the creature, the effect on it ends immediately. Slow Melody. The creature has its speed halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action. Paralyzing Song. The creature is paralyzed for 1 minute.