A creature from Greek mythology, like the Centaur and Minotaur, Satyrs appear as bearded human men with the horns, legs and tails of goats. Their obscure cousins are Fauns (gentler, younger versions of them who aren't such lushes) and Ipotanes (men with the ears, legs and tails of horses). They're associated with the demigods Pan (the son of Hermes and a nameless nymph) and Silenus (a minor demigod who attends Dionysius, god of wine and merriment). Incurable drunkards, hornballs and party-animals, satyrs generally live to get drunk, party, and shag anyone they can get into bed. They're notorious for chasing after nymphs, who typically prefer the gentler, less insatiable, more refined and less stinking-drunkard fauns instead.
The satyr has appeared in literally every single edition of Dungeons & Dragons, although they've never been more than a footnote amongst the various monsters. They are typically associated with nymphs to the point of being the "male equivalent"; using their Charm-inducing panpipes to bewitch minions and seduce women, and breeding with nymphs to father more of both races. In this, they are pretty close to their original mythical depictions, or at least the Romanticism reinterpretation of them.
In classic D&D, "faun" is just another name for Satyr, and the terms are used pretty much interchangeably. In Pathfinder, fauns are related race who are regarded as being the more civilized breed (as in they're not all serial rapists), which stems from them only occurring due to consensual lovemaking between satyrs and humanoid women.
An "Ecology of the Satyr" appears in Dragon Magazine #115. The "Satyr of the Night", an unseelie fey version of the satyr, had its own Ecology article in Dungeon Magazine #197, and Hyrsam, a satyr Archfey, appeared in Dragon #422.
Despite what you'd think, the satyr has actually appeared as a PC race on several occasions.
In Advanced Dungeons & Dragons 2nd edition, the Satyr was amongst the races written up in the Complete Book of Humanoids, where they had the following profile. The AD&D satyr is in the same vein as BECMI's Faun; laidback, carefree party-lovers if you ask them, and lazy, impulsive, good-for-nothings if you ask anyone else.
- Ability Score Minimum/Maximum: Strength 6/18 (75), Dexterity 8/18, Constitution 6/18, Intelligence 3/17, Wisdom 3/18, Charisma 3/17
- Ability Score Adjustments: +1 Dexterity, +1 Constitution, -1 Intelligence, -1 Charisma
- Class & Level Restrictions: Fighter 11, Ranger 7, Thief 11
- Thieving Skill Adjustments: +5% Pick Pockets/Move Silently/Hide in Shadows, -5% Open Locks/Read Languages, -10% Climb Walls
- Natural Armor Class: 5
- Satyrs are only surprised on a roll of 1.
- In forest settings, satyrs have a 90% chance to hide from creatures that cannot see hidden or invisible things.
- Infravision 60 feet
- A satyr can headbutt for 2d4 damage.
- A satyr with at least three proficiency slots in Musical Instrument (Pipes) can produce a Charm, Sleep or Cause Fear spell with a range of 60 feet by playing a personally constructed set of satyr pipes (no proficiency check required). This can be countered by a bardic song, and resisted with a save vs. spell.
- Satyrs are very susceptible to distraction, especially in the form of a bottle of wine or a female with Charisma 15+.
- Weapon Proficiencies: Dagger, Javelin, Long Sword, Short Sword, Short Bow, Spear
- Non-Weapon Proficiencies: Acting, Alertness, Animal Lore, Artistic Ability, Bowyer/Fletcher, Brewing, Cheesemaking, Craft Instrument (Satyr Pipe) Dancing, Drinking, Eating, Fishing, Gaming, Hiding, Hunting, Juggling, Musical Instrument (Satyr Pipe), Natural Fighting, Poetry, Survival (Forest), Whistling/Humming, Winemaking
In Dungeons & Dragons 3rd Edition, satyrs are one of the playable Monster Manual entries, with the following PC stats. They are described only briefly as mischievous hedonists who love to have fun, often at the expense of others, and are perfectly willing to use their magical music to lure women into their embrace, rob travelers, or scatter bands of do-gooders out to see them off.
- +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma
- Base speed: 40 feet
- Low-Light Vision
- Racial Hit Dice: Five levels of Fey, which provide 5d8 Hit Dice, a Base Attack Bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
- Racial Skills: 8 x (6 + Int modifier). Class skills are Bluff, Hide, Knowledge (Nature), Listen, Move Silently, Perform, and Spot.
- +4 racial bonus on Hide, Listen, Move Silently, Perform and Spot checks.
- Racial Feats: Two feats, plus Alertness as a bonus feat.
- +4 natural armor bonus
- Natural Weapons: Headbutt (1d6)
- Pipes (Su): A satyr wielding a set of pan pipes can cast an enchantment over all non-satyrs within a 60ft spread; affected creatures must succeed on a Charisma-based DC 13 Will save or be affected by a caster level 10th Charm Person, Sleep or Fear spell. The satyr chooses which effect occurs when it begins playing. A creature that passes its save against a satyr's pipes cannot be affected by those same pipes for 24 hours.
- Damage Reduction 5/Cold Iron
- Favored Class: Bard
- Level Adjustment: +2
Satyrs appeared in the Heroes of the Feywild splatbook for Dungeons & Dragons 4th Edition. Here, it was noted that whilst the race is classically all-male, a DM can feel free to change that in their games. They are described as mischievous, investigative, curious and naturally hedonistic, with a natural sense of wonder about the world tempered by an innately shy personality. They can honestly be quite skittish, and unlike, say, a kender, they only take risks after considering the possibilities and always strive to come out on top. They're a cautious race, especially around strangers, but dedicated and loyal allies. They had the following stats:
- Ability Scores: +2 Charisma, +2 Dexterity or +2 Constitution
- Size: Medium
- Speed: 6 squares (30 feet)
- Vision: Low-Light
- Skill Bonuses: +2 Nature, +2 Thievery
- Male Only
- Fey Origin: You count as a Fey creature for effects that relate to creature origin.
- Light of Heart: When you are affected by a fear effect with the "save ends" condition, you can make a saving throw to end it both at the start of your turn and at the end of your turn.
- Pleasant Recovery: When you spend Healing Surges during a short rest, you regain +1d8 additional hit points for each Healing Surge spent.
- Sly Words: Bluff is always a class skill for you.
- Racial Power - Lure of Enchantment: Charm keyword. When you hit an enemy with an attack, as a free action you can slide the enemy up to 3 squares, but not into hindering terrain. The enemy grants combat advantage until the end of your next turn.
Official 5e satyr stats finally debuted in Mythic Odysseys of Theros, and boy howdy did they immediately start bringing in the complaints!
- Ability Score Increase: +2 Charisma, +1 Dexterity
- Size: Medium
- Speed: 35 feet
- Fey: Your creature type is Fey, not Humanoid.
- Ram: You can use your horns to make headbutts as unarmed strikes, which deal 1d4 + Str modifier Bludgeoning damage.
- Magic Resistance: You have Advantage on Saving Throws against spells and other magical effects.
- Mirthful Leaps: When making a long or high jump, you can increase the distance covered by +1d8 feet. This still costs movement as normal.
- Reveler: You have Proficiency in Performance, Persuasion, and one Musical Instrument of your choice.
In case you're not getting it; this race gets an official type change from Humanoid (not entirely unprecedented), flat-out Magic Resistance (previously only seen on the "optional" Yuan-ti Pureblood race), two free skill proficiencies and a free tool proficiency.
|Dungeons & Dragons 2nd Edition Races|
|Core:||Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human|
|Dark Sun:||Aarakocra - Half-Giant - Mul - Pterran - Thri-kreen|
|Dragonlance:||Draconian - Irda - Kender - Minotaur|
|Mystara:||Aranea - Ee'ar - Enduk - Lizardfolk (Cayma - Gurrash - Shazak) |
Lupin - Manscorpion - Phanaton - Rakasta - Tortle - Wallara
|Oriental Adventures:||Korobokuru - Hengeyokai - Spirit Folk|
|Planescape:||Aasimar - Bariaur - Genasi - Githyanki - Githzerai - Modron - Tiefling|
|Spelljammer:||Dracon - Giff - Grommam - Hadozee - Hurwaeti - Rastipede - Scro - Xixchil|
|Ravenloft:||Broken One - Flesh Golem - Half-Vistani - Therianthrope|
Book of X:
|Alaghi - Beastman - Bugbear - Bullywug - Centaur - Duergar |
Fremlin - Firbolg - Flind - Gnoll - Goblin - Half-Ogre - Hobgoblin
Kobold - Mongrelfolk - Ogre - Ogre Mage - Orc - Pixie
Satyr - Saurial - Svirfneblin - Swanmay - Voadkyn - Wemic
|Dragon Magazine:||Half-Dryad - Half-Satyr - Uldra - Xvart|
|Dungeons & Dragons 4th Edition Races|
|Player's Handbook 1:||Dragonborn - Dwarf - Eladrin - Elf |
Half-Elf - Halfling - Human - Tiefling
|Player's Handbook 2:||Deva - Gnome - Goliath - Half-Orc - Shifter|
|Player's Handbook 3:||Githzerai - Minotaur - Shardmind - Wilden|
|Monster Manual 1:||Bugbear - Doppelganger - Githyanki |
Goblin - Hobgoblin - Kobold - Orc
|Monster Manual 2:||Bullywug - Duergar - Kenku|
|Dragon Magazine:||Gnoll - Shadar-kai|
|Heroes of Shadow:||Revenant - Shade - Vryloka|
|Heroes of the Feywild||Hamadryad - Pixie - Satyr|
|Eberron's Player's Guide:||Changeling - Kalashtar - Warforged|
|The Manual of the Planes:||Bladeling|
|Dark Sun Campaign Setting:||Mul - Thri-kreen|
|Forgotten Realms Player's Guide:||Drow - Genasi|
Odyssey of the Dragonlords
In the Odyssey of the Dragonlords setting, satyrs are a fey race of hedonistic music lovers who are deeply in tune with their emotions, but also deeply fascinated by civilization, especially the many opportunities for pleasure that it provides. Unlike on other settings, Thylean satyrs come in both male and female forms. They have the following PC stats:
- Ability Score Modifiers: +2 Dexterity, +1 Constitution
- Size: Medium
- Speed: 30 feet
- Vision: Normal
- Fey Heritage: You have Advantage on saves against the Charmed and Frightened conditions, and are immune to magical sleep.
- Memory for Music: You have Proficiency in one musical instrument of your choice, and gain Advantage on Performance checks made with that instrument. You can also memorize and perform any song after hearing it only once.
- Enchanting Music: You can cast the Minor Illusion cantrip, as well as gaining the ability to cast Sleep 1/day at 3rd level and Suggestion 1/day at 5th level. All of these spell-like abilities use Charisma as your spellcasting ability score, and require a unique material component; a musical instrument, which you must play in order to cast the spells.
|This article or section is about Monstergirls (or a monster that is frequently depicted as a Monstergirl), something that /tg/ widely considers to be the purest form of awesome. Expect PROMOTIONS! and /d/elight in equal measure, often with drawfaggotry or writefaggotry to match.|
As one of the more overwhelmingly masculine races in mythology, monstergirl depictions are naturally rare. They are typically avid party-girls and lusty booze-hounds, usually extremely busty, and by definition easy to screw. User beware, however; it's far from unheard of for monstergirl versions of satyrs to also be dickgirls.
In the Monster Girl Encyclopedia, the satyr is called the Satyros and is depicted as a race of hedonistic worshippers of the god of wine and revelry. Themselves a race of hedonistic playgirls, they use enchanted flutes that render those who hear them in a state of euphoric, lustful drunkenness.