Satyr Archer
Beastlings
175 lbs
4

|
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52 / 52
8 / 8
13
14
40
2
5

Gambeson
Quiver
Shortbow
 
Shortbow

  • Inventory Equipped:
  • Gambeson
    15 gp
  • Quiver
    1 gp
  • Shortbow
    25 gp

  • Inventory Unequipped:
  • 20 Arrow
    0.05 gp


  • Natural Weapon(s):
  • Ram (d6)


  • Passive Abilities:
  • Flexible Swimmer
    600 gp
  • Advanced Armor Training - Light
    2000 gp

  • Quick Abilities:
  • Agile Centering
    500 gp
  • Fleet of Foot
    1000 gp

  • Attack Abilities:
  • Pinning Attack
    150 gp
  • Tricky Arrow
    64000 gp


  • Spellcasting |
  • | Hail of Arrows


  • Monster Bits:
  • 79 Fey Bark
    1 gp
  • 9 Fey Dust
    4 gp

Goat-like legs carry him with nimble grace, and mischievous eyes gleam beneath wild locks. In each fluid movement, he embodies the untamed spirit of the forest—a playful guardian, blending archery skill with the whimsy of ancient woods.

Environment:

Beastlings
Creature Sub Type

Beastlings are animalistic creatures that walk upright but are typically more intelligent than their Beast counterpart.

They could have come from a cruel joke by a God, or a terrible Wizard experiment gone wrong. Whole communities, or cities of Beastlings could exist in campaign.

They do not look Humanoid, and look like a large animal which walks upright. This could mean that other creatures of the campaign world treat them as a Beast, the GM could decide to have DIS on Influence Skill Rolls vs a non-Beastling.

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information