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  "description_bbcode_parsed": "<span style='word-wrap: break-word;'>&quot;Also called fauns, satyrs are a pleasure loving race of half-human, half-goat creatures. They symbolize nature&#039;s carefree ways. Satyrs have the torso, head, and arms of a man, and the hind legs of a goat. The human head is surmounted by two sharp horns that poke through the satyr&#039;s coarse, curly hair. The skin of the upper body ranges from tan to light brown, with rare individuals (1%) with red skin. A satyr&#039;s hair is medium, reddish, or dark brown. The horns and hooves are black.<br /><br />Satyrs have their own tongue and can speak elven and Common. Satyrs living near centaurs are 80% likely to be friendly with them and speak their language.<br /><br />Satyrs have keen senses [...]. They can be almost silent, and can blend with the foliage [...]. Satyrs have infravision to a distance of 60 feet.<br /><br />[...] Before resorting to combat, a satyr often plays a tune on its pipes, an instrument only a satyr can use properly. Using these pipes, the satyr can cast charm , sleep, or cause fear, affecting all within 60 feet [...]<br /><br />Usually, one satyr per band has pipes. If comely females are in a group met by satyrs, the piping will be to charm. Should the intruders be relatively inoffensive, the piping casts sleep, and the satyrs steal all of the victioms&#039; choice food and drink, as well as weapons, valuables, and magical items. If intruders are hostile, the piping is used to cause fear. The effects of the piping lasts 1d6 hours or until dispelled. [...]<br /><br />Satyrs are interested only in sport: frolicking, piping, chasing wood nymphs, and other pleasures. They resent intrusions and drive away any creature that offends them. A lucky wanderer might stumble on a woodland celebration, which will contain an equal number of dryads and fauns plus other woodland creatures [...]. Strangers are welcomed only if they contribute some good food and drink, especially superior wines. Such wine can also be used to lure or bribe satyrs. If a group includes elves, they have a better chance to be welcomed.<br /><br />These celebrations last all night in warm months, with newcomers waking up the next morning with massive headaches, minus few valuables, and not a woodland creature (nor their tracks) to be found.<br /><br />Shying away from the trappings of an organized society, a colony of satyrs usually includes young numbering the 50% of the adults. Satyrs live in a comfortable caves and hollow trees. There are no female satyrs and sages believe that dryads are female counterparts of the satyr, and that satyrs mate with dryads to produce more satyrs and dryads. Satyrs share the dryads&#039; affection fro humans of the oppposite sex [...].<br /><br />Satyrs are inoffensive, fun-loving race. They rarely venture more than 10 miles from their homes, most often doing so to gather food. They are fond of venison and small game, but can also eat plants and fruit.<br /><br />Satyrs in sylvan woodlands keep game animal populations at normal levels; they never hunt to excess or despoil plants.<br /><br /><br />Korred<br />This small, dance loving relative of the satyr looks much like its cousins, but lacks horns, and has wildly flowing beard and hair. Korred smell like pine trees and fresh earth. They usually wear leather brithes, carry large leather pouches, and wield oaken cudgels. They have loud voices and speak their own language, plus those of satyrs, dryads, centaurs, and elves; a few can even speak druidic.&quot;<br /><br /><br />AD&amp;D 2nd ed. Monstrous Manual<br /><br />D&amp;D &copy; Wizards of the Coast<br /></span>",
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