[top]SATYR

Medium (Fey)
CR 2 (without pipes) or 4 (with pipes)
HP 22, hd5d6+5
AC 15 (+1 Dex, +4 natural), touch 11, flat-fooded 14
Fort +2, Ref +5, Will +5
Speed 40 ft. (8 squares)
Initiative +1
Spot , Listen
Standard attacks
BAB +2, Grapple +2
Attacks
Full attack: Head butt +2 melee (1d6) and dagger ?3 melee (1d4/19?20); or Shortbow +3 ranged (1d6/x3)
Special Attacks/Qualities
Pipes
Damage reduction 5/cold iron, low-light vision
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 AlertnessB, Dodge, Mobility
Str 10
Con 12
Dex 13
Int 12
Wis 13
Cha 13
Alignment Usually chaotic neutral,
Environment Temperate forests,
Organisation Solitary, pair, band (3?5), or troop (6?11)


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.

[top]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]]|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.

[top]SATYRS AS CHARACTERS

Satyr characters possess the following racial traits.
SEE WIKIPEDIA ENTRY: Satyr

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

Tags for this Page

Similar Pages

  1. Pseudonatural Creature (Epic Creature)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-19-2007, 11:54 PM
  2. Phrenic Creature (Creature)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-19-2007, 11:27 PM
  3. Paragon Creature (Epic Creature)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-19-2007, 11:22 PM
  4. Celestial Creature (Creature Template)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-19-2007, 11:04 PM

Bookmarks

Posting Permissions

Posting Permissions
  • You may not create new articles
  • You may not edit articles
  • You may not protect articles
  • You may not post comments
  • You may not post attachments
  • You may not edit your comments
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.