Satyr

Medieval bestiary miniature of a satyr.
Satyr, Bestiary, Royal MS 12 C XIX / Wikimedia Commons.
Armor Class
5 [14]
Hit Dice
5
Attacks
Weapon (1d6)
Special
fear, charm, sleep, surprise
Move
12
HDE/XP
6/400

Description

A Satyr's body has the upper half of a man and the lower half of a goat, with red or chestnut brown hair, and hooves and horns that are jet black. It speaks Sylvan, and most also speak Common. A satyr is related to its lesser kin (fauns and ibix), but are rarer and more reclusive.

The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with its own natural grace and agility, a satyr 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 also be armed with a bow and a dagger.

A satyr can play a variety of magical tunes on its pan pipes. Usually, only one satyr in a group carries this instrument. When it plays, all creatures within 60 feet (except other satyrs) must make a saving throw against magic or be affected by Charm Person, Sleep, or fear. 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 instrument for 24 hours.

Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.