Armor Class: |
15 |
Hit Dice: |
5* |
No. of Attacks: |
1 head butt/dagger or shortbow |
Damage: |
1d6 head butt, 1d4 dagger or 1d6 bow |
Movement: |
40' |
No. Appearing: |
1, Lair 1d10, Wild 1d6 |
Save As: |
Fighter: 5 |
Morale: |
10 |
Treasure Type: |
Individuals S; Lair I |
XP: |
405 |
A Satyr's body has the upper half of a man and the lower half of a goat, with red or chestnut brown hair, and hooves and horns that are jet black. It speaks Sylvan, and most also speak Common. A satyr is related to its lesser kin (fauns and ibex), but are much rarer and more reclusive.
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with its own natural grace and agility, a satyr 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 also be armed with a bow and a dagger.
A satyr can play a variety of magical tunes on its pan pipes. Usually, only one satyr in a group carries this instrument. When it plays, all creatures within 60 foot (except other satyrs) must save vs. Spells or be affected by charm person, sleep, or fear. 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 instrument for 24 hours.