CREATURE 4
Perception +10; low-light vision
Languages Common, Sylvan
Skills Athletics +8, Deception +13, Diplomacy +13, Intimidation +11, Nature +9, Performance +13, Stealth +11, Survival +8
Str +3 Dex +4 Con +1 Int +1 Wis +2 Cha +5
Items dagger, panpipes, shortbow (20 arrows), wineskin
Sylvan Wine (enchantment, mental, primal) A satyr's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine.
AC 19; Fort +9, Ref +11, Will +12
HP 80
Speed 35 feet
Melee dagger +14 (agile, finesse, versatile s), Damage 1d4+6 piercing
Ranged shortbow +14 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+3 piercing
Ranged dagger +14 (agile, thrown 10 feet, versatile s), Damage 1d4+6 piercing
Primal Innate Spells DC 21; 4th charm, fear, sleep, suggestion; Cantrips (2nd) dancing lights, ghost sound, inspire competence, inspire courage, triple time
Fleet Performer When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity.
Play the Pipes (auditory, primal) Requirements The satyr is holding a musical instrument. Effect The satyr plays a melody on his instrument to cast charm, fear, sleep, or suggestion without expending the spell slot and using his music in place of providing the spell's component actions. The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr's pipes for 1 minute. Satyrs are immune to this music.
Bestiary, page 284.
Open Satyr in the interactive creatures list or browse all creatures starting with S.