Satyr CR 0
Total XPIndividual XP
1-34-56+
200655035
CN Medium Fey
Init +1 (+1 dex); Senses Perception +3
DEFENSE
AC 15 FF 14 Touch 11 (+1 Dex, +4 natural)
hp: 22 (5d6+5)
Fort +2 Ref +5 Will +5
OFFENSE
Speed 40 ft. (8 squares)
Space 5 ft.; Reach 5 ft.
Special Attacks
STATISTICS
Str 10(+0), Dex 13(+1), Con 12(+1), Int 12(+1), Wis 13(+1), Cha 13(+1)
Base Atk +2; CMB +2; CMD 13
Feats: AlertnessB, Dodge, Mobility, Total Feats 3 + 1Bonus feat
Skills: Bluff +6 [Rank: +5, CHA: +1], Climb +5 [Rank: +5, STR: +0], Craft(Armorsmithing, Bowmaking, Trapmaking) +6 [Rank: +5, INT: +1], Perception +3 [Rank: +0, WIS: +1, Feats: +2], Perform(Wind instruments) +6 [Rank: +5, CHA: +1], Sense Motive +8 [Rank: +5, WIS: +1, Feats: +2], Skill Points 35 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Temperate forests
Organization: Solitary, pair, band (3-5), or troop (6-11)
Treasure: Standard
SPECIAL ABILITIES
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):
URL
Link for 3.5 version of creature
Link for Pathfinder version of creature