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|This material is published under the OGL 1.0a.|
|Hit Dice:||5d6+5 (22 hp)|
|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.|
|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|
|Organization:||Solitary, band (2-5), or troop (6-11)|
|Challenge Rating:||2 (without pipes) or 4 (with pipes)|
|Alignment:||Usually chaotic neutral|
|Advancement:||6-10 HD (Medium-size)|
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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