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Documentation Area
Document Path: /doc/monsters/satyr
Name:
Satyr (Demihuman)
Stats:
No. Appearing : 2-8
Climate/Terrain: Termperate sylvan woodlands
Frequency : Uncommon
Organization : Band
Activity Cycle : Any
Diet : Omnivore
Description:
Also called fauns, satyrs are a pleasure loving race of half-human,
half-goat creatures. They symbolize nature's carefree ways. Satyrs have
the torso, head, and arms of a man, and the hind legs of a goat. The
human head is surmounted by the two sharp horns that poke through the
satyr's coarse, curly hair. The skin of the upper body ranges from tan
to light brown, with rare individuals with red skin. A satyr's hair is
medium, reddish, or dark brown. The horns and hooves are black.
Satyrs have their own language and gan speak elven and common. Satyrs
living near centaurs are likely to be friendly with them and speak
their language.
Combat:
Satyrs have keen senses, can be almost slient, and can blend with fo-
liage so as to be 90% undetectable. Satyrs have infravision to a dis-
tance of 60 feet. A satyr attacks by butting with its sharp horns. Some
use magical enchanted weapons, especially long or short swords, dag-
gers, or short bows. Before resorting to combat, a satyr oftern plays a
tune on its pipes, an instrument only a satyr can use properly. Using
these pipes, the satyr can cast charm, sleep or cause fear, affectng
within 60 feet.
Usually, only one satyr per band has pipes. If comely females are in a
group met by satyrs, the piping will be to charm. Should the intruders
be relatively inoffensive, the piping causes sleep, and the satyrs
steal all of the victims' choice of food and drink, as well as weapons,
valuables, and magical items. If intruders are hostile, the piping is
used to cause fear. The effects of the piping lasts several hours, or
until dispelled. A bard's singing can nullify the pipe's music before
it takes effect.
Habitat/Society:
Satyrs are interested only in sport: frolicking, piping, chasing wood
nymphs, and other pleasures. They resent intrusions and drive away any
creature that offends them. A lucky wanderer may stumble on a woodland
celebration, which will contain an equal number of dryards and fauns
plus 10-20 other woodland creatures and a 25% chance of 2-10 centaurs.
Strangers are welcomed only if they contribute some good food and
drink, especially superior wines. Such wine can also be used to lure
or bribe satyrs. If a group includes elves, they have a better chance
of being welcomed.
These celebrations last all night in warm months, with newcomers wa-
king up the next morning with massive headaches, minus a few valuables,
and not a woodland creature (nor their tracks) to be found.
Shying away from the trappings of an organized society, a colony of
satyrs usually includes young numbering 50% of the adults. Satyrs live
in comfortable caves and hollow trees. There are no female satys and
sages believe that dryads are the female counterparts of the satyr, and
that satyrs mate with dryads to produce more satyrs and dryads. Satyrs
share the dryards' affection for humans of the opposite sex, but a fe-
male charmed by a satyr might return after a few weeks (10% chance).
Satyrs are an inoffensive, fun-loving race. They rarely venture more
than 10 miles from their homes, most often doing so to gather food.
They are fond of venison and small game but also eat plants and fruits.
Ecology:
Satyrs in sylvan woodlands keep game animal populations at normal le-
vels, they never hunt to excess or despoil plants.
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