Drustan
A Satyr living in the Gnoll Woods.
Physical Description
Body Features
Dark ram horns.
Red fur on waist and legs, enough to cover up genitals.
Red fur on waist and legs, enough to cover up genitals.
Mental characteristics
Sexuality
Pansexual
Personality Characteristics
Motivation
Just wants to get drunk and party. Will pull pranks, sometimes causing harm, on those who refuse him.
Social
Contacts & Relations
Knows Lennon's Dwarf character and calls him Ivy-beard.
Features
Ram: Drustan attacks using his ram horns. +3 to hit. 2d4+1 bludgeoning.
Pan Flute: Drustan plays his pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60ft that can hear the pipes must succeed on a DC 13 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 satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
Frightening Strain: The creature is frightened for 1 minute.
Gentle Lullaby: The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
Magic Resistance: Drustan has advantage on saving throws against spells and other magical effects.
Spells
Guidance: Action, Touch, Vocal/Somatic, 1 minute | You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Shillelagh: Bonus Action, Touch, Vocal/Somatic, 1 minute | The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Feywild Lock: Action (Ritual), Touch, Vocal/Somatic, Until Dispelled | You touch a closed door, window, or other entryway, and it becomes magically locked for the duration. Druids and Fey creatures can open the object normally, but will turn the entryway into a portal to the Feywild. It is impassable until it is broken or the spell is dispelled by casting Feywild Lock on it again. Casting knock on the object suppresses Feywild Lock for 10 minutes, but will also turn the entryway into a portal to the Feywild.
While affected by this spell, the object is more difficult to break or force open; the DC to break it increases by 10.
Max HP
32
Known Languages
Common, Elvish, Sylvan.
Speed
40ft
32
Alignment
Chaotic Neutral
Children
Current Residence
Gender
Male
Eyes
Emerald green
Hair
Red long hair with a fluffy beard
Skin Tone/Pigmentation
Pale
Height
5'4"
Weight
89lbs
Ruled Locations
40ft
Stats
Ability Scores
STR - 12 (+1)DEX - 16(+3)
CON - 11
INT - 12 (+1)
WIS - 10
CHA - 14 (+2)
Saving Throws
NoneSkills
Perception +2, Performance +6, Stealth +5Equipment
Armour
Natural Armour: AC - 13Leather Armour: AC - 11+DEX Modifier [14]
Weapons
Club - +1 to hit. 1d4+1 bludgeoningSling - +3 to hit. 30ft 1d4+3 bludgeoning; 120ft 1d4+3 bludgeoning, disadvantage on hit
Remove these ads. Join the Worldbuilders Guild
Comments