|
Medium Fey |
Hit Dice:
|
5d6+5 (22 hp) |
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:
|
Alertness
B, Dodge, Mobility |
Environment:
|
Temperate forests |
Organization:
|
Solitary, pair, band (3-5), or troop (6-11) |
Challenge Rating:
|
2 (without pipes) or 4 (with pipes) |
Treasure:
|
Standard |
Alignment:
|
Usually chaotic neutral |
Advancement:
|
6-10 HD (Medium) |
Level Adjustment:
|
+2 |
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.
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.
Satyr characters possess the following racial traits.
- +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
-Medium size.
-A satyr's base land
speed is 40 feet.
-Racial Hit
Dice: A satyr begins with five levels of fey, which provide 5d8 Hit
Dice, a base
attack bonus of +2, and base
saving throw bonuses of Fort +1, Ref +4, and Will +4.
-Racial
Skills: A satyr's fey levels give it skill points equal to 8 x.(6 + Int modifier). Its class
skills are
Bluff,
Hide,
Knowledge (nature),
Listen,
Move Silently,
Perform, and
Spot. Satyrs have a +4 racial bonus on
Hide,
Listen,
Move Silently,
Perform, and
Spot checks.
-Racial Feats: A satyr's fey levels give it two feats. A satyr receives
Alertness as a bonus feat.
- +4 natural armor bonus.
-Natural Weapons: Head butt (1d6).
-Automatic Languages: Sylvan. Bonus Languages: Common, Elven,
Gnome.
-Level adjustment +2.
Find topic in: Magic |
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