15 (leather armor)
38 (7d8+7)
walk 40 ft.
Perception +5, Performance +6, Stealth +6
Common, Sylvan
2
The satyr has advantage on saving throws against spells and other magical effects.
Magic can't put the satyr to sleep.
The satyr makes three ram attacks or three shortbow attacks.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.