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Satyr

CR 4.00 Fey CN Medium HD 8
This handsome, grinning man has the furry legs of a goat and a set of curling ram horns extending from his temples.

Satyrs, known in some regions as fauns, are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wakes.

Though their bodies are almost always those of attractive and well-built men, much of the satyrs' talent for seduction lies in their talent for music. With the aid of his eponymous pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires.

In addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr's lust to wrath are likely to find themselves facing down dangerous animals surrounding the faun. Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce. Children born from such encounters are always full-blooded satyrs, and are generally spirited away by their riotous kin soon after birth.

HP
44 (8d6+16)
AC
18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
Init
+2
Speed
40 ft.
Fort
+4
Ref
+8
Will
+8
BAB
+4
CMB
+6
CMD
18
Melee
dagger +6 (1d4+2/19-20), horns +1 (1d6+1)
Ranged
short bow +6 (1d6/×3)
DR
5/cold iron
Racial Modifiers
+4 Perception, +4 Perform, +4 Stealth
str
14
+2
dex
15
+2
con
15
+2
int
12
+1
wis
14
+2
cha
19
+4

Weapons: Simple

Pipes — A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.

Special Abilities

Pipes from text
A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, Knowledge (nature) +10, Perception +18, Perform (wind instruments) +19, Stealth +17, Survival +7

spell-like abilities:
At will—Charm Person (DC 15), At will—Dancing Lights, At will—Ghost Sound (DC 14), At will—Sleep (DC 15), At will—Suggestion (DC 17), 1/day—Fear (DC 18), 1/day—Summon Nature's Ally III
Details
Type
Fey
Alignment
CN
Size
Medium
Environment
temperate forests
Organization
solitary, pair, band (3-6), or orgy (7-11)
Treasure
standard (dagger, short bow plus 20 arrows, masterwork panpipes, other treasure)
Senses
low-light vision; Perception +18
Languages
Common, Sylvan
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
11 House/Core
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Dancing Lights (Spell) — core content under OGL 1.0a
  • Knows spell: Ghost Sound (Spell) — core content under OGL 1.0a
  • Knows spell: Sleep (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Summon Nature's Ally III (Spell) — core content under OGL 1.0a
View references and cross-links for Satyr

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