Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Sleepless Reveler. Magic can't put the satyr to sleep.
Multiattack. The satyr makes three ram attacks or three shortbow attacks.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:6 (2d4 + 1) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit:7 (1d6 + 4) piercing damage.
Hail of Arrows (Recharges after a Short or Long Rest). The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
Not all satyrs live lives of pure whimsy. When forced to defend their friends and homes, satyr thornbearers are quick to take up their bows and strike against danger. Particularly amid the dense trees of the Skola Vale, these satyr skirmishers cooperate in loose teams, using guerrilla tactics to harass foes then melt back into the forest. The blessings of Nylea aid the satyrs in protecting their home, and a single arrow from a thornbearer's bow might rain down like a volley from a whole army.