5e SRD >Creatures >


Small fey, neutral

Armor Class 11
Hit Points 9 (2d6 + 2)
Speed 30 ft.

12 (+1) 13 (+1) 12 (+1) 12 (+1) 13 (+1) 13 (+1)

Skills Animal Handling +3, Arcana +3, Deception +5, Insight +3, Nature +3, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks.
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 1/4 (50 XP)


  • Resilient. A fyr has advantage on all saving throws.
  • Innate Spellcasting. A fyr can cast the following spells without material components using Charisma as its casting ability (spell save DC 11, spell attack bonus +3).
  • Weapon Attunement. Fyrs have an ability to attune themselves with any wood-handled weapon so that they get a +1 bonus to attack rolls with such a weapon once they’ve handled for at least 10 minutes. This bonus is already included in the Battleaxe attack below.


  • Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) slashing damage.
  • Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 11 Dexterity saving throw or be knocked prone. If the target is knocked prone, the fyr can make an immediate Battleaxe attack against it as a bonus action.


An odd-looking man-goat was sitting cross-legged on a blanket at the edge of the city. The creature had large horns wrapped in spiraling bands of silver and platinum, and it was deftly threading a silver necklace. Various trinkets were spread on the cloth before it. He stopped and look up as we approached, “Welcome, travelers. I’m Anghus. Feel free to browse my wares.” If only we’d known the curse that Anghus was forced to pass on. Now, we’re gearing up to find the hag that cursed him to clear our own souls. — Tavis Sunvale, before leaving for the Sin Mire to seek a hag named Egrella Grul Fyrs are satyr-like creatures that make their homes in the mountainous wilds and dense forests, locating their lairs in secluded caves or caverns or under a dense covering of tangled branches and leaves. They are a nomadic race that rarely stays in one place for longer than a few months before moving on. If they have neighbors, fyrs never give notice before leaving; one morning, they are simply gone. Despite being on the move so often, fyrs acclimate themselves to their surroundings very quickly. Fyr are master jewelers whose trinkets and baubles are highly sought by civilized races that appreciate fine jewelry.

Fyrs are great lovers of animals, and most animals instinctively return their affection. Fyrs are seldom encountered without animals in their company. Typically, for every two fyrs in a group, there will be one to three animals such as badgers, black bears, boars, brown bears, elks, giant badgers, giant weasels, goats, hawks, panthers, or wolves.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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