Name | Satyr |
---|---|
Sorted Name | Satyr |
Family | Satyr |
Size and Type | Medium Fey |
Hit Dice Count | 5 |
Hit Dice | 5d6+5 (22 hp) |
Random Hit Points | 5d6+5 - 5 |
Initiative | +1 |
Speed | 40 ft. (8 squares) |
Armor Class | 15 (+1 Dex, +4 natural), 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) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Pipes |
Special Qualities | Damage reduction 5/cold iron, low-light vision |
Saves | Fort +2, Ref +5, Will +5 |
Abilities | Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 |
Skills | Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground) |
Feats | Dodge, Mobility |
Bonus Feats | Alertness |
Environment | Temperate forests |
Challenge Rating | 2 (without pipes) or 4 (with pipes) |
Organization | Solitary, pair, band (3-5), or troop (6-11) |
Treasure | Standard |
Alignment | Usually chaotic neutral |
Advancement | 6-10 HD (Medium) |
Level Adjustment | +2 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Satyr; CR 2 (without pipes) or 4 (with pipes); Medium fey; HD 5d6+5; hp 22; Init +1; Spd 40 ft. (8 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +2; Atk +2 melee (1d6, head butt) or +3 ranged (1d6/x3, shortbow); Full Atk +2 melee (1d6, head butt) and -3 melee (1d4/19-20, dagger) or +3 ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 ft.; SA Pipes; SQ Damage reduction 5/cold iron, low-light vision; AL CN; SV Fort +2, Ref +5, Will +5; Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 Skills and Feats: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground); Alertness, Dodge, Mobility |
Satyr
A satyr's hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf. Satyrs speak Sylvan, and most also speak Common. CombatThe 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. Satyrs as CharactersSatyr characters possess the following racial traits.
-A satyr's base land speed is 40 feet.
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Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3), or Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +3 ranged (1d6/x3)
feats: DODGE, MOBILITY, ALERTNESS,