Satyr, Anarchic* (CR 3 ()
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 5d6+5 (22 hp); DR: 5/cold iron
Fort +2, Ref +5, Will +5
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +2
Attack: Head butt +2 melee or shortbow +3 ranged
Full Attack: Head butt +2 melee and dagger -3 melee, or shortbow +3 ranged
Damage: Head butt 1d6, dagger 1d4/19-20, shortbow 1d6/x3
Special Attacks/Actions: Pipe, smite law
Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Special Qualities: fast healing 1, immunity to polymorph and petrification, resistance to acid 5, cold 5, electricity 5, fire 5, and sonic
Feats: Alertness; Dodge; Mobility
Skills: (+3 acting), Bluff +9, Diplomacy +3, Disguise +1, Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, and Survival +1 (+3 above ground)
Advancement: 6-10 HD (Medium)
Climate/Terrain: Olympian Glades of Arborea
Organization: Solitary, pair, band (3-5), or troop (6-11)
Smite Law (Su): Once per day, an anarchic satyr can make a normal attack to deal an extra 5 points of damage against a lawful opponent.
Pipes (Su): Anarchic 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 DC 13 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.
A satyr often uses its pipes to charm and seduce especially comely women or to put a party of adventurers to sleep and then steal their valuables.
Skills: Satyrs have a +4 racial bonus on Hide, listen, Move Silently, Perform, and Spot checks.
An anarchic satyr strikes first with its smite law ability against foes subject to its damaging effects.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.