Difference between revisions of "SRD:Satyr"

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{{edition|Satyr}}
 
{{OGL Top}}
 
{{OGL Top}}
=SATYR=
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=Satyr=
  
{{Creature Table
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{{3.5e Monster Classic
| creature=
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|creature=
| style=
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|style=
| size=Medium | type=[[SRD:Fey Type|Fey]]
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|size=Medium |type=Fey
| hd=5d6+5  | hp=22  
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|hd=5d6+5  |hp=22  
| init=+1
+
|init=+1
| speed=40 ft. (8 squares)
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|speed=40 ft. (8 squares)
| ac=15 (+1 [[SRD:Dexterity|Dex]], +4 natural) | touch=11  | flat=14  
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|ac=15 (+1 [[SRD:Dexterity|Dex]], +4 natural) |touch=11  |flat=14  
| bab=+2 | grapple=+2
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|bab=+2 |grapple=+2
| at=Head butt +2 melee (1d6) or [[SRD:Shortbow|Shortbow]] +3 ranged (1d6/x3)
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|at=Head butt +2 melee (1d6) or [[SRD:Shortbow|Shortbow]] +3 ranged (1d6/x3)
| full_at=Head butt +2 melee (1d6) and [[SRD:Dagger|dagger]] –3 melee (1d4/19–20); or [[SRD:Shortbow|Shortbow]] +3 ranged (1d6/x3)
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|full_at=Head butt +2 melee (1d6) and [[SRD:Dagger|dagger]] –3 melee (1d4/19–20); or [[SRD:Shortbow|Shortbow]] +3 ranged (1d6/x3)
| space=5 ft. | reach=5 ft.
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|space=5 ft. |reach=5 ft.
| sa=Pipes
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|sa=Pipes
| sq=[[SRD:Damage Reduction|Damage reduction]] 5/[[SRD:Cold Iron|cold iron]], [[SRD:Low-Light Vision|low-light vision]]
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|sq=[[SRD:Damage Reduction|Damage reduction]] 5/[[SRD:Cold Iron|cold iron]], [[SRD:Low-Light Vision|low-light vision]]
| fort=+2 | ref=+5 | will=+5
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|fort=+2 |ref=+5 |will=+5
| | str=10| dex=13| con=12| int=12| wis=13| cha=13
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||str=10|dex=13|con=12|int=12|wis=13|cha=13
| skills=[[SRD:Bluff Skill|Bluff]] +9, [[SRD:Diplomacy Skill|Diplomacy]] +3, [[SRD:Disguise Skill|Disguise]] +1 (+3 acting), [[SRD:Hide Skill|Hide]] +13, [[SRD:Intimidate Skill|Intimidate]] +3, [[SRD:Knowledge Skill|Knowledge]] (nature) +9, [[SRD:Listen Skill|Listen]] +15, [[SRD:Move Silently Skill|Move Silently]] +13, [[SRD:Perform Skill|Perform]] (wind instruments) +9, [[SRD:Spot Skill|Spot]] +15, [[SRD:Survival Skill|Survival]] +1 (+3 aboveground)
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|skills=[[SRD:Bluff Skill|Bluff]] +9, [[SRD:Diplomacy Skill|Diplomacy]] +3, [[SRD:Disguise Skill|Disguise]] +1 (+3 acting), [[SRD:Hide Skill|Hide]] +13, [[SRD:Intimidate Skill|Intimidate]] +3, [[SRD:Knowledge Skill|Knowledge]] (nature) +9, [[SRD:Listen Skill|Listen]] +15, [[SRD:Move Silently Skill|Move Silently]] +13, [[SRD:Perform Skill|Perform]] (wind instruments) +9, [[SRD:Spot Skill|Spot]] +15, [[SRD:Survival Skill|Survival]] +1 (+3 aboveground)
| feats=[[SRD:Alertness|Alertness]]<SUP>B</SUP>, [[SRD:Dodge|Dodge]], [[SRD:Mobility|Mobility]]
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|feats=[[SRD:Alertness|Alertness]]{{B}}, [[SRD:Dodge|Dodge]], [[SRD:Mobility|Mobility]]
| env=Temperate forests
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|env=Temperate forests
| org=Solitary, pair, band (3–5), or troop (6–11)
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|org=Solitary, pair, band (3–5), or troop (6–11)
| cr=2 (without pipes) or 4 (with pipes)
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|cralt=[[Challenge Rating::2]] (without pipes) or [[Challenge Rating::4]] (with pipes)
| treas=Standard
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|treas=Standard
| align=Usually [[SRD:Chaotic Neutral|chaotic neutral]]
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|align=Usually [[SRD:Chaotic Neutral|chaotic neutral]]
| adv=6–10 [[SRD:Hit Dice|HD]] (Medium)
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|adv=6–10 [[SRD:Hit Dice|HD]] (Medium)
| la=+2
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|la=+2
 
}}
 
}}
 
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
 
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
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Satyrs speak Sylvan, and most also speak Common.
 
Satyrs speak Sylvan, and most also speak Common.
  
===COMBAT===
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===Combat===
  
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 [[SRD:Shortbow|bow]] and a [[SRD:[[Dagger|Dagger]] (SRD Weapon)|[[SRD:Dagger|Dagger]]]] and typically looses arrows from hiding, weakening an enemy before closing.   
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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 [[SRD:Shortbow|bow]] and a [[SRD:Dagger|dagger]] and typically looses arrows from hiding, weakening an enemy before closing.   
  
'''Pipes ([[SRD:Su|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 [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Will save]] or be affected by ''[[SRD:Charm Person|charm person]], [[SRD:Sleep|sleep]],'' or ''[[SRD:Fear|fear]]'' ([[SRD:Caster Level|caster level]] 10th; the satyr chooses the tune and its effect).
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'''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 [[SRD:DC|DC]] 13 [[SRD:Saving Throw|Will save]] or be affected by ''[[SRD:Charm Person|charm person]], [[SRD:Sleep|sleep]],'' or ''[[SRD:Fear|fear]]'' ([[SRD:Caster Level|caster level]] 10th; the satyr chooses the tune and its effect).
  
 
In the hands of other beings, these pipes have no special [[SRD:Powers|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 [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.
 
In the hands of other beings, these pipes have no special [[SRD:Powers|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 [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.
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*Level adjustment +2.
 
*Level adjustment +2.
  
'''SEE WIKIPEDIA ENTRY:''' [http://en.wikipedia.org/wiki/Satyr Satyr]
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'''See Wikipedia Entry:''' [http://en.wikipedia.org/wiki/Satyr Satyr]
  
{{SRD Creature Footer}}
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[[Category:CR2|{{BASEPAGENAME}}]]
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----
[[Category:CR4|{{BASEPAGENAME}}]]
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{{SRD Creature Breadcrumb}}
[[Category:Chaotic Alignment|{{BASEPAGENAME}}]]
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{{OGL Bottom|part of the Revised (v.3.5) System Reference Document|SRD}}
[[Category:Neutral (Good-Evil) Alignment|{{BASEPAGENAME}}]]
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[[Category:SRD]]
[[Category:Fey Type|{{BASEPAGENAME}}]]
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[[Category:OGL]]
[[Category:Forest Terrain|{{BASEPAGENAME}}]]
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[[Category:Monster]]  
[[Category:Medium Size|{{BASEPAGENAME}}]]
 
[[Category:Temperate Climate|{{BASEPAGENAME}}]]
 
[[Category:LA2|{{BASEPAGENAME}}]]
 
 
[[Category:Cohort|{{BASEPAGENAME}}]]
 
[[Category:Cohort|{{BASEPAGENAME}}]]

Latest revision as of 20:47, 18 February 2024

Disambiguation.png
Satyr exists in other D&D editions see:

Satyr (disambiguation).

This material is published under the OGL

Satyr[edit]

Size/Type: Medium Fey
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/x3)
Full Attack: Head butt +2 melee (1d6) and dagger –3 melee (1d4/19–20); or Shortbow +3 ranged (1d6/x3)
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)
Feats: AlertnessB, 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

A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.

Satyrs speak Sylvan, and most also speak Common.

Combat[edit]

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.

Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.

SATYRS AS CHARACTERS[edit]

Satyr characters possess the following racial traits.

See Wikipedia Entry: Satyr



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Facts about "Satyr"
AlignmentUsually chaotic neutral +
Challenge Rating2 + and 4 +
EnvironmentTemperate forests +
Level Adjustment+2 +
SizeMedium +
TitleSatyr +
TypeFey +