Satyr

Medium Fey — CR 2

Monster Manual v.3.5 (MM), p. 2193.5
Hit Dice
5d6+5 (22 hp)
Initiative
+1
Speed
Land 40 ft
Armor Class
15, touch 11, flat-footed 14
Base Attack / Grapple
+2/+2
Attack
Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3)
Full Attack
Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +3 ranged (1d6/x3)
STR
10
DEX
13
CON
12
INT
12
WIS
13
CHA
13
Fort / Ref / Will
+2 / +5 / +5
Challenge Rating
2
Alignment
Usually Chaotic-Neutral
Organization
Solitary, pair, band (3–5), or troop (6–11)
Treasure
Standard
Environment
Forests
Level Adjustment
+2

Special Abilities

Feats

This being might best be described as a horned man with the legs of a goat.

Description

Satyrs, also known as fauns, are hedonistic creatures that frolic in the wild places of the world. They love fine food, strong drink, and passionate romance.

A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black.

A satyr is far more likely to be carrying musical instruments or bottles of wine than weapons. For the most part, satyrs leave travelers alone. They are, however, more than a little mischievous and often seek fun at the expense of those who wander too near their woodland homes.

A satyr is about as tall and heavy as a half-elf.

Satyrs speak Sylvan, and most also speak Common.

Combat

The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness.

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 on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; 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 for 24 hours. The save DC is Charisma-based.

Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.