|Satyr, with pipes|
|Size & Type (subtype):||Medium-Size Fey||Hit Dice:||5d6+5 (22)|
|Initiative: ||+1 (Dex) ||Speed: ||40 ft. |
|Armor Class: ||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 and Reach: ||5 ft. by 5 ft./5 ft. |
|Special Attacks: ||Pipes ||Special Qualities: || |
|Saving Throws ||Fortitude: 2 |
|Abilities: ||Str: 10|
|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 and Terrain: ||Temperate forest ||Climate: || |
|Terrain: || ||Organization: ||Solitary, band (2-5), or troop (6-11) |
|Challenge Rating: ||4 ||Challenge Rating Value: ||4 |
|Treasure: ||Standard ||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.