Monstro.cc

Satyr

A creature with the upper half of a man and the lower half of a goat, with red or chestnut brown hair, and jet black hooves and horns

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class15
Hit Dice5*
Number Appearing1d4, Wild 2d4, Lair 2d6
Attacks1 head butt (1d6), 1 dagger (1d4), 1 weapon (by weapon)
Damage1d6 head butt, 1d4 dagger, or by weapon
Movement40'
Save AsFighter: 5
Morale10
XP405
Treasure TypeIndividuals S; Lair I

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 ibix), but are 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.

Special Abilities

Keen Senses: Almost impossible to surprise in the wild.
Stealthy: Can sneak up on travelers with natural grace and agility.
Pan Pipes: 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 feet (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.