| 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/×3) |
| Full Attack: | Head butt +2 melee (1d6) and dagger –3 melee (1d4/19–20); or shortbow +3 ranged (1d6/×3) |
| 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); racial bonuses |
| Feats: | Alertness [bonus], 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 |
This being might best be described as a horned man with the legs of a goat.
Satyrs, also known as fauns, are hedonistic creatures that frolic in the wild places of the world. They love fine food, strong drink, and passionate romance.
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black.
A satyr is far more likely to be carrying musical instruments or bottles of wine than weapons. For the most part, satyrs leave travelers alone. They are, however, more than a little mischievous and often seek fun at the expense of those who wander too near their woodland homes.
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.
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 have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Satyr characters possess the following racial traits.
Source: Monster Manual (version 3.5), page 219.