This is an old revision of the document!


Mordenkainen Presents: Monsters of the Multiverse

Satyr General Description:
Originating in the Feywild a realm of pure emotion, Satyrs thrive on the energy of merriment. They normally resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.

Physical Appearance:
In Reality Mordica is closer to an abomination then a majestic fey. Daughter to Dragon and a particularly corrupted Fey she is a true creature of the Feywild. Resembling a Wendigo closest Mordica has a large slender body with longer than average limbs. Three strong tails with razor like ends. Her elongated horse/deer like head covered by a magic mask made of bone. with A single large eye in the middle of her head.
dark Talons on her fingers and toes with bone white tribal bone markings covering her body. Patches on her hands, feet and other sensitive areas reveal a dull red complexation.
She bleeds a black substance similar to the malformed treants of her Waling Woods, Her saliva is the same consistency. A long bright red tounge in an otherwise dark maw.

She typically walks around on her hands and feet though her frame is built to stand on her legs and walk like a typical humanoid.

  • Ability Score:
    Your Charisma score increases by 2, and your Dexterity score increases by 1.
  • Creature Type:
    Your classified as a Fey.
  • Lifespan:
  • Alignment:
    Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
  • Size: [6]
    Your size is Large. Large characters have a few things to consider when playing, several restrictions and benefits as listed bellow.
    • Armor: You can’t wear armor made for creatures smaller than you by normal means.
    • Hit Dice: Your Hit Die increases by one step.
    • Range Self: The area of effect for your features, traits, the properties of magic items you wield, and spells you cast that have a range of self is reduced by 5 feet in all dimensions (to a minimum of 5 feet).
    • Availing Arms: You can wield a two-handed melee weapon in one hand, and when you wield a weapon with the versatile property in one hand, you use the larger die for damage rolls.
    • Strength in Size: you gain a +5 to your strength checks, Athletics and saving throws.
    • Cover less: terrain that would grant 1/2 cover grants you no cover, while 3/4 cover grants 1/2 cover and so on.
  • Speed:
    Your base walking speed is 35 feet.
  • Languages:
    You can speak, read, and write Common and Sylvan.
  • Magic Resistance: You have advantage on saving throws against spells and other magical effects.
  • Mirthful Leaps: Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
  • Reveler: You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
  • Ram You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
  • Species Trait 5
  • character/mordica/species.1693786656.txt.gz
  • Last modified: 9 months ago
  • by Cinder