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Monsters

Id103
NameSatyr, with pipes
Size and TypeMedium-Size Fey
Hit Dice5d6+5 (22)
Initiative+1 (Dex)
Speed40 ft.
Armor Class15 (+1 Dex, +4 natural)
AttacksGore +2 melee, dagger -3 melee; or shortbow +3 ranged
DamageGore 1d6, dagger 1d4; or shortbow 1d6
Face and Reach5 ft. by 5 ft./5 ft.
Special AttacksPipes
Special Qualities
Saves_Fort2
Saves_Ref5
Saves_Will5
AbilitiesStr 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
SkillsBluff +9, Hide +13, Listen +15, Move Silently +13,Perform (dance, pan pipes, plus any two others) +9, Spot +15
FeatsAlertness, Dodge, Mobility
Climate and TerrainTemperate forest
OrganizationSolitary, band (2-5), or troop (6-11)
CR4
TreasureStandard
AlignmentUsually chaotic neutral
Advancement6-10 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.