3e SRD:Satyr

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This material is published under the OGL 1.0a.


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)


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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