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|Arnold Böcklin (1827–1901) Title Idyll (Pan Amidst Columns)|
Satyrs roamed the woods and mountains, and are the companions of Pan and Dionysus. They are often associated with male sex drive.Their chief is called Silenus, a minor deity associated with fertility.
Satyrs have the upper half of a man and the lower half of a goat. They also possess a long thick tail, of either a goat or a horse. Mature satyrs have goat's horns, while juveniles have bony nubs on their foreheads. Satyrs are strongly built with flat noses, large pointed ears, long curly hair, and full beards, with wreaths of vine or ivy circling their heads. Satyrs often carry the thyrsus: the rod of Dionysus tipped with a pine cone.
They are roguish but faint-hearted folk subversive and dangerous, yet shy and cowardly. As Dionysiac creatures they are lovers of wine and are ready for every physical pleasure. They roam to the music of pipes (auloi), cymbals, castanets, and bagpipes, and love to dance with the nymphs (with whom they are obsessed, and whom they often pursue), and have a special form of dance called sikinnis. Because of their love of wine, they are often represented holding winecups, and appear often in the decorations on winecups.
Satyrs are not immortal, and grow old, mature satyrs are bearded, and balding.
Older satyrs were known as sileni, the younger as satyrisci. The hare was the symbol of the shy and timid satyr.
They are called brothers of the mountain Dionysus and strongly connected with the cult of Dionysus, and are an idle and worthless race. In the Dionysus cult, male followers are known as satyrs and female followers as maenads.
3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, 1E Monster Manual 1, Tales of the Lance, Monstrous Manual
|Hit Dice||5d6+5 (22 hp)|
|Speed||40 ft. (8 squares)|
|Armor Class||15 (+1 Dexterity, +4 natural), touch 11, flat-footed 14|
|Attack||Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/×3)|
|Full Attack||Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20), or shortbow +3 ranged (1d6/×3)|
|Space/Reach||5 ft./5 ft.|
|Special Qualities||Damage reduction 5/cold iron, Low-Light Vision|
|Saves||Fort +2, Ref +5, Will +5|
|Abilities||Strength 10, Dexterity 13, Constitution 12, Intelligence 12, Wisdom 13, Charisma 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|
|Organization||Solitary, pair, band (3-5), or troop (6-11)|
|Challenge Rating||2 (without pipes) or 4 (with pipes)|
|Alignment||Usually chaotic neutral|
|Advancement||6-10 HD (Medium)|
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.
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 pipes effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks
|Pan the Friend and Helper Arthur Rackham|
Satyr characters possess the following racial traits.
- +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
-A satyr's base land speed is 40 feet.
-Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
-Racial Skills: A satyr's fey levels give it skill points equal to 8 x?(6 + Intelligence modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
-Racial Feats: A satyr's fey levels give it two feats. A satyr receives Alertness as a bonus feat.
- +4 natural armor bonus.
-Natural Weapons: Head butt (1d6).
-Special Attacks (see above): Pipes.
-Special Qualities (see above): Damage reduction 5/cold iron.
-Automatic Languages: Sylvan. Bonus Languages: Common and two others
-Favored Class: Bard.
-Level adjustment +2.
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