| Id | 103 |
|---|---|
| Name | Satyr, with pipes |
| Size and Type | 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 | |
| Saves_Fort | 2 |
| Saves_Ref | 5 |
| Saves_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 and Terrain | Temperate forest |
| Organization | Solitary, band (2-5), or troop (6-11) |
| CR | 4 |
| Treasure | Standard |
| Alignment | Usually chaotic neutral |
| Advancement | 6-10 HD (Medium-size) |
| Description |
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. |