Satyrs

Satyrs are the eldest of the Fae, originally created by the Goddess Mianmi as the first mortal creatures to sing a part in the eternal Song. They are generally lean and angular creatures, hirsute in the chest and head. They often wear crowns or garlands made of greenery, and are usually found in young forest glades or wide plains. Possessing of long, bony fingers that resemble the talons of a hawk, they are able to span much greater distances with their hands than any normal human, and are usually employed laying said digits to the holes of a triple flute.

Satyr CR 4

XP 1,200
CN Medium fey
Init +2; Senses low-light vision; Perception +18

DEFENSE

AC 18, touch 13, flat-footed 15 (2 Dex, +1 dodge, +5 natural)
hp 44 (8d6
16)
Fort +4, Ref +8, Will +8
DR 5/cold iron

OFFENSE

Speed 40 ft.
Melee dagger 6 (1d42/19–20), horns 1 (1d61)
Ranged short bow +6 (1d6/×3)
Special Attacks pipes

Spell-Like Abilities (CL 8th)

At will—charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)
1/day—fear (DC 18), summon nature’s ally III

STATISTICS

Str 14, Dex 15, Con 15, Int 12, Wis 14, Cha 19
Base Atk +4; CMB +6; CMD 19
Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse
Skills Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, Knowledge (nature) +10, Perception +18, Perform (wind instruments) +19, Stealth +17, Survival +7; Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan

SPECIAL ABILITIES
Pipes (Su)

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.

ECOLOGY
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)

Satyrs

Lord of Creation in the Playground 2015 Rainshine