Monster Dossier

Satyr

Satyr SATYR MUSIC A satyr's gear is valuable, particularly his fine panpipes. Satyrs often stow caches of alcohol, rich food, and pieces of fine art (es...

Level 4

Traits

cnmediumfey

Rules & statistics

Monster Profile

Perception

10

Senses

  • Name
    low-light vision

Languages

Languages
  • common
  • sylvan

Skills

Athletics
8
Deception
13
Diplomacy
13
Intimidation
11
Nature
9
Performance
13
Stealth
11
Survival
8

Ability Mods

Str
3
Dex
4
Con
1
Int
1
Wis
2
Cha
5

Items

  • dagger
  • panpipes
  • shortbow (20 arrows)
  • wineskin

Defenses

Ac
19
Saving Throws
Fort
9
Ref
11
Will
12
Hp
  • Hp
    80

Speed

Walk
35

Attacks

  • Range
    Melee
    Name
    dagger
    Attack
    14
    Traits
    • agile
    • finesse
    • versatile
    Damage
    1d4+6 piercing
    Types
    • piercing
  • Range
    Ranged
    Name
    shortbow
    Attack
    14
    Traits
    • deadly
    • range increment
    • reload
    Damage
    1d6+3 piercing
    Types
    • piercing
  • Range
    Ranged
    Name
    dagger
    Attack
    14
    Traits
    • agile
    • thrown
    • versatile
    Damage
    1d4+6 piercing
    Types
    • piercing

Spellcasting

  • Type
    Innate
    Tradition
    primal
    DC
    21
    Entry
    0
    Level
    2
    Spells
    • Name
      dancing lights
    • Name
      ghost sound
    • Name
      inspire competence
    • Name
      inspire courage
    • Name
      triple time
    4
    Spells
    • Name
      charm
    • Name
      fear
    • Name
      sleep
    • Name
      suggestion

Abilities

Top
  • Traits
    • enchantment
    • mental
    • primal
    Entries
    • 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.
    Name
    Sylvan Wine
Bot
  • Entries
    • When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity.
    Name
    Fleet Performer
  • Activity
    Number
    3
    Unit
    action
    Traits
    • auditory
    • primal
    Requirements
    The satyr is holding a musical instrument.
    Entries
    • 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.
    Name
    Play the Pipes

Background

Lore

Satyr

SATYR MUSIC

A satyr's gear is valuable, particularly his fine panpipes. Satyrs often stow caches of alcohol, rich food, and pieces of fine art (especially erotic art) in hollows and glades they frequent. Depending on the type of music they prefer to play, satyrs may be able to cast different 4th-level enchantment spells, such as paranoia or hideous laughter.

To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society's rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr's advances, however, the satyr has little interest in continuing a conversation and goes off to find more amenable revelers.

The lifestyle of a satyr leaves no room for ongoing affairs or long-term friends. Once his party is over or his lust is satiated, the satyr disappears back into the forest. The offspring satyrs leave behind are satyrs themselves, and usually end up being taken from their cradles by other fey rather than being left in mortals' care. Satyrs are always male.

The untouched beauty of the forest is sacred and precious to a satyr. Brutish intruders who clear-cut trees or massacre animals without eating them risk drawing a satyr's ire. A satyr so provoked uses his spells to undermine foes and attempts to dispatch them either with brutal ambushes or by leading a rush of forest animals to attack.

Other fey, particularly good fey, look upon satyrs as loutish, embarrassing cousins. They're rarely hostile toward satyrs, but most find them insufferable and advise any mortals they like to steer clear of satyrs' glades.