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Satyr

Creature 4 — fey

To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society's rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr'

Source: pathfinder-monster-core

Perception +10
Skills athletics +8, deception +13, diplomacy +13, intimidation +11, nature +9, performance +13, stealth +11, survival +8
Str
+3
Dex
+4
Con
+1
Int
+1
Wis
+2
Cha
+5
AC 19 Fort +9 Ref +11 Will +12
HP 80
Weaknesses cold-iron 5
Speed 35 feet

Offense

Melee Dagger +14, Damage 1d4+6 piercing
Ranged Dagger +14, Damage 1d4+6 piercing
Ranged Shortbow +14, Damage 1d6+3 piercing

Abilities

Sylvan Wine (emotion, mental, primal) — A satyr's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine.
Fleet Performer — When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity.
Play the Pipes (auditory, primal) — The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr's pipes for 1 minute. Satyrs are immune to this music.

Spells

Suggestion (rank 4)
Triple Time (rank 2)
Charm (rank 1)
Courageous Anthem (rank 1)
Fear (rank 1)
Figment (rank 1)
Light (rank 1)
Sleep (rank 1)
Uplifting Overture (rank 1)

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