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Loreus

Medium fey (satyr, Chaotic Good

Armor Class 15 (studded leather armor)
Hit Points 39
Speed: 40 ft

STR

12
( +1 )

DEX

16
( +3 )

CON

11
( +0 )

INT

14
( +2 )

WIS

10
( +0 )

CHA

14
( +2 )

Saving Throws Int +4, Wis +2
Skills Perception +2, Performance +6, Stealth +5, Arcana +4, History +4, Investigation +4
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
Challenge Rating 1
Proficiency Bonus +2

Spellcasting: Loreus is a 2nd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). Loreus has the following wizard spells prepared:  

  • Cantrips (at will): fire bolt, light, prestidigitation
  • 1st level (3 slots): mage armor, magic missile, shield


Magic Resistance. Loreus has advantage on saving throws against spells and other magical effects.   Arcane Recovery. Loreus has learned to regain some of his magical energy by studying his spellbook. Once per day when he finishes a short rest, he can choose one expended spell slot to recover.   Hedonism. When Loreus regains hit points from a spell or ability, he may choose to a +2 bonus to the number of hit points restored. Once he has used this feature, he may not use it again until he completes a short or long rest.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.   Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.   Shortbow+1. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.   Panpipes. Loreus plays his pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of Loreus 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 Loreus for 1 minute. If Loreus 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 ifthe creature takes damage or if someone takes an action to shake the creature awake.


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