b'Satyr, Mythos \n'b'  Medium   aberration ,  neutral evil  \n'b'  Armor Class  12 (natural armor) \n'b'  Hit Points  27 (5d8 + 5) \n'b'  Speed  40 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX:  13 (+1)  CON:  12 (+1)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills  Stealth +5 \n'b'  Damage Resistances  psychic \n'b'  Senses  darkvision 60 ft., passive Perception 12 \n'b'  Languages  Aklo, Common \n'b'  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'   Innate Spellcasting (Psionics) . The Mythos satyr\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components: \n'b'   1/day each : entangle, sending (maximum range 100 miles) \n'b'   Mighty Leap . The Mythos satyr\xe2\x80\x99s jump distance is tripled (to 33 feet long or 9 feet high). \n'b'  Regeneration . The Mythos satyr regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b'  Spider Climb . The Mythos satyr can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Traceless . The Mythos satyr has advantage on Dexterity (Stealth) checks and can\xe2\x80\x99t be tracked except by magical means. It leaves no tracks or other signs of its passage. \n'b'  Warped Mind . The Mythos satyr has advantage on Wisdom saving throws against confusion and spells and effects that would charm it, frighten it, or cause it to act erratically. \n'b'  Actions \n'b'   Claws .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 8 (2d6 + 1) slashing damage. \n'b'  Gore .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d8 + 1) piercing damage and the target must succeed on a DC 11 Strength saving throw or be knocked prone. \n'b'  About \n'b' Mythos satyrs were once humanoids who became twisted in body and mind by the influence of Mythos forces. The milk of Shub-Niggurath notoriously produces this degenerative effect in a very short time. \n'b' Hobbling, chuckling, mewling, and enthusiastic creatures, Mythos satyrs are the frequent result of contact with forces outside mortal understanding. A typical Mythos satyr starts out at human size, then grows, topping out at around 400-600 pounds and some 7-8 feet tall, depending on their humanoid heritage. \n'b' Every Mythos satyr is unique, mixing their humanoid form with some other element. The Mythos satyr\xe2\x80\x99s humanity degrades significantly, becoming less and less symmetrical and rational over time. Mythos satyrs may have additional limbs or limb stubs and incorporate animal-like or even plant-like forms. The only consistency is their degenerate and mutated nature. \n'b' When magic or chemicals from Outside mix with the blood of humans it provokes changes down to the cellular level. This triggers mutation and eventually causes the victim (who may volunteer for the process) to devolve into a monstrous human entity called a Mythos satyr. \n'b' The first effect of the change is typically for any ailments, curses, or ills to be purged (or incorporated into the victim\xe2\x80\x99s metabolism). Unfortunately, the victim\xe2\x80\x99s mind also steadily spirals into madness as the body undergoes metamorphosis. Indeed, the victim\xe2\x80\x99s physical transformation is partly based on their mind, their urges, and their tendencies. Most often, as the physical change takes place, the victim partly comes to resemble some kind of animal, such as a cat, deer, snake, or hawk. Such hybrid creatures may resemble lycanthropes in exterior appearance, but they are internally and mentally very different indeed. \n'b' Most Mythos satyrs are the result of a single contact with Mythos entities, and so stop at the earliest stages of mutation, resembling human-beast hybrids. If they continue to contact Outside powers, the changes to Mythos satyrs do not stop: as they continue to warp physically, their minds degenerate and they sink into madness. Over time, the changes become truly grotesque and illogical; for instance, organs begin to sprout on the creature\xe2\x80\x99s flesh almost randomly. If the process continues (for example if the Outside radiation keeps going for longer periods of time), the victims may just turn into masses of flesh, no longer recognizable as human or even animal. At this point, the entity\xe2\x80\x99s only goals are to consume and reproduce. \n'b' Mythos satyrs have animal instincts, but most still have primarily human minds. If the changes are allowed to continue, the animalistic part of the satyr becomes stronger as the human part weakens.'