Satyr

Goat-legged revelers of the deep woods, satyrs live for wine, music and mischief, and a single tune from their pipes can charm, lull or terrify a whole party.

Setting: Core Rules · Sources: MC1 Volume I (w/binder #1); Monstrous Manual

Appearance

Also known as fauns, satyrs are men from the waist up and goats below, with black hooves and a pair of sharp black horns jutting from coarse, curly hair that may be medium brown, dark brown or reddish. Their skin is usually tan to light brown, though about 1% have red skin. They speak their own language plus elven and Common.

Combat

With their sharp senses, satyrs gain +2 on surprise rolls, and since they move nearly silently and blend into foliage so well that they are 90% undetectable, opponents suffer -2 on surprise rolls against them. They also have infravision to 60 feet. In a fight a satyr butts with its horns, though 20% carry +1 magical weapons, typically a long or short sword, dagger or short bow.

A band usually has only a single set of pipes, which only a satyr can play properly, and it usually plays before any blows are struck. The music works as charm, sleep or cause fear on everyone within 60 feet who fails a save vs. spell, lasting 1d6 hours or until dispelled. A satyr chooses charm when the group includes attractive women (Charisma 15 or more), sleep for harmless trespassers, whom the band then relieves of choice food and drink, weapons, valuables and magic, and fear for hostile intruders. Anyone who saves is immune to that set of pipes for the rest of the encounter, and a bard's song can cancel the music before it takes hold.

Habitat and Society

Satyrs care only for fun: dancing, piping, chasing wood nymphs. They resent trespassers and drive off anyone who annoys them. A lucky traveler may stumble on a revel of equal numbers of dryads and fauns, 3d8 other forest creatures and, one time in four, 2d6 centaurs. Guests are welcome only if they bring good food and drink, ideally wine worth 10 gp or more a bottle, which also serves as bait or bribe; elves get a warmer reception. Summer revels last all night, and newcomers wake with aching heads, lighter purses, and no trace of their hosts.

Colonies are loose, with young numbering half the adults, and dwell in cozy caves or hollow trunks. No satyr is female; sages believe dryads are their counterparts, and the two races together produce both kinds. A woman a satyr has charmed has just a 10% chance of coming back, after 1d4 weeks. Satyrs who share woods with centaurs have an 80% chance of being their friends and speaking their tongue, and 5% are found with korred. They seldom roam beyond 10 miles from home, foraging for venison, small game, fruit and plants.

Ecology

Forest satyrs help keep game populations balanced, never overhunting or damaging plant life.

More: Monsters starting with S · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainTemperate sylvan woodlands
FrequencyUncommon
OrganizationBand
Activity CycleAny
DietOmnivore
IntelligenceVery (11-12)
TreasureI,S,X
AlignmentNeutral
No. Appearing2-8 (2d4)
Armor Class5
Movement18
Hit Dice5
THAC015
No. of Attacks1
Damage/Attack2-8 or by weapon
Special AttacksSee below
Special DefensesSee below
Magic Resistance50%
SizeM (5' tall)
MoraleElite (13)
XP Value975