Satyr, with pipes | Size & Type (subtype): | Medium-Size Fey | Hit Dice: | 5d6+5 (22) | Initiative: | +1 (Dex) | Speed: | 40 ft. | Armor Class: | 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 and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Pipes | Special Qualities: | | Saving Throws | Fortitude: 2 Reflex: 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 and Terrain: | Temperate forest | Climate: | | Terrain: | | Organization: | Solitary, band (2-5), or troop (6-11) | Challenge Rating: | 4 | Challenge Rating Value: | 4 | Treasure: | Standard | Alignment: | Usually chaotic neutral | Advancement: | 6-10 HD (Medium-size) |
| Description: |
Combat
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.
|
|