Satyr (CR 2 ()

Medium Fey
Alignment: Usually chaotic neutral
Initiative: +1 (Dex); Senses: low-light vision, Listen +15, and Spot +15

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; or shortbow 1d6/x3
Special Attacks/Actions: Pipes
Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Special Qualities:
Feats: Alertness; Dodge; Mobility
Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, and Survival +1 (+3 aboveground)
Advancement: 6-10 HD (Medium-size)
Climate/Terrain: Temperate forest
Organization: Solitary, band (2-5), or troop (6-11)
Treasure/Possessions: Standard

Source: Monster Manual

Pipes (Su): 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 at a Will save (DC 14) or be affected by charm person, sleep, or fear, as the spells cast by a 10th-level sorcerer (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 again for one day.

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 receive a +4 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks.

The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely with their own natural grace and agility satyrs 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 be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.