3e SRD:Satyr
This material is published under the OGL 1.0a. |
Satyr
Size/Type: | Medium Fey |
---|---|
Hit Dice: | 5d6+5 (22 hp) |
Initiative: | +1 (Dex) |
Speed: | 40 ft. |
AC: | 15 (+1 Dex, +4 natural) |
Attacks: | Gore +2 melee, dagger -3 melee; or shortbow +3 ranged |
Damage: | Gore 1d6, dagger 1d4; or shortbow 1d6 |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Pipes |
Special Qualities: | |
Saves: | Fort +2, Ref +5, Will +5 |
Abilities: | Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 |
Skills: | Bluff +9, Hide +13, Listen +15, Move Silently +13, Perform (dance, pan pipes, plus any two others) +9, Spot +15 |
Feats: | Alertness, Dodge, Mobility |
Climate/Terrain: | Temperate forest |
Organization: | Solitary, band (2-5), or troop (6-11) |
Challenge Rating: | 2 (without pipes) or 4 (with pipes) |
Treasure: | Standard |
Alignment: | Usually chaotic neutral |
Advancement: | 6-10 HD (Medium-size) |
Combat
Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed at a Will save (DC 14) or be affected by charm person, sleep, or fear, as the spells cast by a 10th-level sorcerer (the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes again for one day. A satyr often uses its pipes to charm and seduce especially comely women or to put a party of adventurers to sleep and then steal their valuables.
Skills: Satyrs receive a +4 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks.
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