Satyr CR 0
Usually Chaotic Neutral Medium Fey
Init +1 (+1 dex)
AC 15 FF 14 Touch 11
(+1 Dex, +4 natural)
HD: 5
HP: 22 (5d6+5)
Fort +2 Ref +5 Will +5
Speed 40 ft. (8 squares)
Base Atk +2 Grp +2
Full Attack: shortbow +3 1d6+0
Attack: Head butt +2 1d6+0
Full Attack: Head butt +2 1d6+0, dagger -3 1d4+0
Space 5 ft. (1 squares) Reach 5 ft. (1 squares)
Abilities Str 10(+0) Dex 13(+1) Con 12(+1) Int 12(+1) Wis 13(+1) Cha 13(+1)
Total Feats: 2 + 1Bonus feat
Feats: AlertnessB, Dodge, Mobility
Skill Points: 56
Skills: Bluff +6, Diplomacy +6, Disguise +6, Hide +6, Intimidate +6, Knowledge(Nature) +6, Listen +6, Move Silently +6, Perform(Wind instruments) +6, Spot +6, Survival +6
Pipes(Su): Will save DC 13(+2 HD, +0 Racial, +1 Cha, +0 Feat)
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 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.
Damage reduction(Ex): 5/cold iron
low-light vision(Ex):
Advancement [6-10(Medium)]
Link for 3.5 version of creature
Link for Pathfinder version of creature