Dota 2 Neutral Creeps

by Kelsier

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Satyr Tormentor

Large fey, chaotic neutral


  • Armor Class 14 (natural armor)
  • Hit Points 58-99 (9d10 + 9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 9 (-1) 10 (+0) 12 (+1)

  • Skills Athletics +5, Survival +2
  • Senses passive Perception 10
  • Languages Common, Elvish, Sylvan
  • Challenge 3 (700 XP)

Magic Resistance. The satyr tormentor has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The satyr tormentor's innate spellcasting ability is Charisma (spell save DC 11). The satyr tormentor's can innately cast the following spells, requiring no material components:

At will: druidcraft, thorn whip

1/day each: longstrider, thunderwave (at 3rd level)

Unholy Aura. The satyr tormentor and any creatures it chooses that it can see within 30ft. of it regain 5 hit points at the start of its turn. The satyr dies only if it starts its turn with 0 hit points.

Actions

Multiattack. The satyr tormentor makes two attacks: one with its ram and one with its greatclub.

Ram. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Greatclub. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.


Satyr Mindstealer

Medium fey, chaotic neutral


  • Armor Class 12 (15 with mage armor)
  • Hit Points 36-64 (8d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 16 (+3)

  • Skills Deception +5, Perception +2
  • Senses passive Perception 12
  • Languages Common, Elvish, Sylvan
  • Challenge 3 (700 XP)

Magic Resistance. The satyr mindstealer has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The satyr mindstealer's innate spellcasting ability is Charisma (spell save DC 13). The satyr mindstealer can innately cast the following spells, requiring no material components:

At will: druidcraft, primal savagery

1/day each: enemies abound, mage armor

3/day: charm person, command, suggestion

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.


Satyr Trickster

Small fey, chaotic neutral


  • Armor Class 13 (16 with mage armor)
  • Hit Points 28-48 (8d6)
  • Speed 25ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 10 (+0) 12 (+1) 11 (+1) 16 (+3)

  • Skills Perception +2, Persuasion +5
  • Senses passive Perception 12
  • Languages Common, Elvish, Sylvan
  • Challenge 3 (700 XP)

Magic Resistance. The satyr mindstealer has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The satyr banisher's innate spellcasting ability is Charisma (spell save DC 13). The satyr banisher can innately cast the following spells, requiring no material components:

At will: druidcraft, detect magic, shillelagh

1/day each: blindness/deafness, enlarge/reduce, mage armor, slow (with 3 targets)

3/day each: dispel magic

Actions

Ram. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 4 (2d4 - 1) bludgeoning damage.

Quarterstaff. Melee Weapon Attack: +1 to hit (+5 to hit with shillelagh), reach 5ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, 3 (1d8 - 1) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.

 

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