Satyr
Creature 4- Perception
- +10; low light vision
- Languages
- Common, Fey
- Skills
- Athletics +8, Deception +13, Diplomacy +13, Intimidation +11, Nature +9, Performance +13, Stealth +11, Survival +8
- Str +3, Dex +4, Con +1, Int +1, Wis +2, Cha +5
- Items
- dagger, shortbow, wineskin, panpipes, arrows (20)
Sylvan Wine (emotion, mental, primal) A satyr's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine.
Effect: Sylvan Wine
- AC
- 19; Fort +9, Ref +11, Will +12
- HP
- 80; Weaknesses cold iron 5
- Speed
- 35 feet
Melee ◆ dagger +14 (agile, finesse, versatile s), Damage 1d4+6 piercing
Ranged ◆ dagger +14 (agile, thrown 10 feet, versatile s), Damage 1d4+6 piercing
Ranged ◆ shortbow +14 (deadly d10, reload 0), Damage 1d6+3 piercing
Primal Innate Spells DC 21, attack +13; 4th suggestion, charm, fear, sleep; Cantrips (2nd) triple time, courageous anthem, uplifting overture; Cantrips (1st) figment, light
Fleet Performer When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity.
Play the Pipes ◆◆◆ (auditory, primal) Requirements The satyr is holding a musical instrument.
Effect The satyr plays a melody on his instrument to cast Charm, Fear, Sleep, or Suggestion without expending the spell slot.
The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr's pipes for 1 minute. Satyrs are immune to this music.
Source: Pathfinder Monster Core