[Index]

SATYR5 (15)

Cypher Bestiary

These muscular humanoids are self-centered, greedy, and self-indulgent, dedicated to food, drink, and other pleasures.

Health: 18

Damage Inflicted: Moderate wound

Armor: 1

Movement: Short

Modifications: Deception and charm as level 7; resists mental attacks as level 7

Combat: Satyrs use spears in melee and against foes within short range.

Satyrs can also create magical effects by playing their pipes as an action, which can bolster allies or harm enemies. Specific effects include:

SATYR TRICKS

Satyr guile is magically enabled by their pipes, or through a series of elaborate lies meant to part the credulous with their goods, their dignity, or both, including:

GM Intrusion: A mental effect makes the character view the satyr as a good friend for up to one minute unless they succeed at an Intellect defense task.

GM Intrusion: The satyr's paramour (level 4) shows up and pleads for the character to have mercy on the scoundrel.

GM Intrusion: The character's attack is deflected by the satyr's horns and the character is disarmed of their melee weapon, which clatters to the floor behind the satyr.

THE ESSENCE OF THE SATYRS

Satyrs enjoy negotiating but are prone to tricks, lies, and robbery. Offering excessive libation, food, and other treasures is the only way to ensure they remain honest, if only briefly.

Satyrs love their Satyr Tricks. Others may be Encountered with Satyrs. And in their many adventures, satyrs may have Satyr Loot.

ENCOUNTERED WITH SATYRS

A satyr is sometimes in the company of another, or if encountered alone, has an acquaintance or two they can try to seek out if their exploits get them in trouble (or if the satyr wants revenge against those who ruined one of their cons). Options include the following.

d6 Acquaintances
1 Will-o-wisp (level 7); gleaming, dancing orb that makes electrical touch attacks
2 Snark (level 6); madly flapping ball of feathers the size of a cart that makes talon attacks
3 Gingerbread golem (level 5; Armor 2); smells divine, makes bludgeoning attacks
4 Another satyr to whom a favor is owed; could be convinced to betray the first with strong drink
5 Erlking (level 6); composed of woodland debris—bark, lost teeth, sticks; wears oak-leaf crown
6 God of the vine (level 9); uproariously drunk, white-bearded humanoid in wine-stained finery; sobers up if attacked

SATYR LOOT

In addition to several coins equal to a moderately priced item, a satyr often carries one or two magical items (cyphers). Options include the following.

d6 Magical Item (Manifest Cypher)
1 Decanter: Pours out 5 gallons (19 l) of delicious and potent wine.
2 Comb: Confers two assets to user's charm and deception tasks until a ten-minute or longer recovery is used.
3 Dog figurine: Creates a dog-like level 4 companion that assists user until they use a ten-hour recovery.
4 Faerie wing: Shrinks user to 2 inches (5 cm) in height until a one-hour or longer recovery is used.
5 Gold glove: User's touch turns small objects to gold; after a ten-hour recovery is used, objects and glove dissolve.
6 Silvery eye: User can control and see through a flying eye (moves a long distance each round) until a ten-hour recovery is used.

SATYR NAMES

Satyr names either evoke the land of their birth or are playful nicknames they adopt for amusement, or to see if they can get away with it, including:

Panthris, Apollo, Ramblehoof, Miliketh, Sylvana, Calliope, Puck, Goldenhoof, Lyrico, Windtail, Oberona, Arias, Fauneth, Seraphin, Perci, Silverhorn, Rhapsody, Lumina, Embersong, Panacea, Rhyth, Echo, Jon Piper, Peridot, Melirosa, Billy, Serenadus, Imbiberosa, Sylph in the Sheets, Harmony, One True Bard, Jane o' Dale

Adventure Seed: Strange piping music in the forest lures away young people from a nearby community.