Actions/Abilities/Traits: (D&D 5e)
Action
Ram
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Action
Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Action
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Special
Magic Resistance
The satyr has advantage on saving throws against spells and other magical effects.
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Dodge
Action
Feat 2
Mobility
Action
Feat 3
Skill Focus (Perception)
Action
Feat 4
Weapon Finesse
Action
Melee 1
dagger +6 (1d4+2/19-20)
Action
Melee 2
horns +1 (1d6+1)
Action
Ranged 1
short bow +6 (1d6/×3)
Special
1/day
fear (DC 18), summon nature's ally III
Special
At will
charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)
Special
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.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Fleet Performer
When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity.
Ability
Play the Pipes
Circumstance: The satyr is holding a musical instrument.
The satyr plays a melody on his instrument to cast charm, fear, sleep, or suggestion without expending the spell slot and using his music in place of providing the spell's component actions. 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.
Ability
Primal Innate Spells
DC 21; 4th charm, fear, sleep, suggestion; Cantrips (2nd) dancing lights, ghost sound, inspire competence, inspire courage, triple time
Ability
Sylvan Wine
(enchantment, 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.
Offense
Melee
Circumstance: combat round (melee)
dagger +14 [+10/+6] (agile, finesse, versatile S), Damage 1d4+6 piercing
Offense
Ranged
Circumstance: combat round (ranged)
shortbow +14 [+9/+4] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+3 piercing
Trait
Fey
Creatures of the First World are called the fey.
Item
dagger
panpipes
shortbow (20 arrows)
wineskin
Language
Common
Sylvan
Perception
low-light vision
Weakness
cold iron 5