AC 14 (natural armor)
HP 76 (9d10 + 27; bloodied 38)
Speed 40 ft.
Proficiency +2; Maneuver DC 14
Skills Perception +5 (+1d6)
Senses darkvision 60 ft., passive Perception 18
Languages Common, Elvish, Sylvan
ACTIONS
Hallmaster’s Septre. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage. The ruler can choose to make the attack with advantage. If it does so, attacks against it have advantage until the start of its next turn.
Capering Command. Each humanoid, fey, or giant within 30 feet that can hear the ruler makes a DC 14 Wisdom saving throw . On a failure, it is magically charmed and must dance until the beginning of the ruler’s next turn. While dancing, its movement speed is halved, and it has disadvantage on attack rolls . Satyrs don’t suffer the negative consequences of dancing. On a successful saving throw, the creature is immune to the ruler’s Capering Command for 24 hours.
BONUS ACTIONS
Roar of Triumph. If the Ruler of the Hall reduced a living creature to 0 hit points since the end of its last turn, it roars and gains 10 (3d6) temporary hit points.
Many mortals have heard of the wild feasts of the Dreaming, but the most raucous is that of the Harvest Hall. Breathing life into every harvest celebration across the Dreaming, the hall is first discovered by a random satyr around the last moon of autumn.
As it enters, the satyr grows to nearly twice their size, becoming the Ruler of the Hall. As Ruler, the satyr chooses the Hall’s appearance— and the requirements to leave the party early. With the unwelcome assistance of other satyr wielding pointy sticks, the Ruler makes every effort to stay awake, as only while they are conscious will the Hall remain. A Harvest Hall that lasts less than a week brings shame to the satyr who was its ruler; conversely, one that lasts a long time is well remembered. The satyr Jaknel was the Ruler of a Hall that lasted sixty two days—the longest in memory—and the first toast is typically given in his honor.
Filled with comfortable furnishing, the hall constantly produces platters of food, amphora of wine, goblets, plates and utensils that appear as needed to ensure guests never run out of food or drink. Furnishings and other objects created by the hall dissipate into smoke if removed, but the hall grows to accommodate more revelers as the celebration continues. Indeed, new reflections of the Harvest Hall appear throughout the Dreaming each day, and travelers may even choose to risk entering the hall in order to shorten their journey between far flung corners of the realm.
This article introduces spells, magic items, and challenges one is likely to find in the mystical Harvest Hall, but can be used in any game that calls for some fey-flavored revelry.
While it is considered uncommonly rude to begin a physical conflict in the hall, they do sometimes erupt. Along with a band of 4 satyrs and a faerie noble as honor guard, the Ruler of the Hall keeps order—of some sort, anyway.