South Province NPCs

Mikel, Leprechaun, CR 2
XP 600; 
CN; Small fey; 
Init +7; Senses low-light vision; Perception +17
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 18 (4d6+4)
Fort +2, Ref +7, Will +6
DR 5/cold iron; SR 13
OFFENSE
Speed 40 ft.
Melee +1 club +7 (1d8–1)
Spell-Like Abilities (CL 4th; concentration +7)
Constant—shillelagh
At will—dancing lights, ghost sound (DC 13), invisibility (self only), mage hand, major image (visual and auditory elements only, DC 16), prestidigitation, ventriloquism (DC 14)
3/day—color spray (DC 14), fabricate (1 cubic foot of material only)
1/day—major creation
STATISTICS
Str 7, Dex 16, Con 13, Int 14, Wis 15, Cha 16
Base Atk +2; CMB –1; CMD 12
Feats Improved Initiative, Weapon Finesse

Skills Bluff +10, Escape Artist +10, Knowledge (nature) +9, Perception +17, Perform (comedy) +8, Perform (dance) +8, Sense Motive +9, Sleight of Hand +14, Stealth +14; Racial Modifiers +8 Perception, +4 Sleight of Hand
Languages Common, Elven, Halfling, Sylvan
SQ leprechaun magic
SPECIAL ABILITIES
Leprechaun Magic (Sp)
When a leprechaun uses any of its spell-like abilities to deceive, trick, or humiliate a creature (at the GM’s discretion), the spell-like ability resolves at caster level 8th rather than 4th. If a leprechaun uses its spell-like abilities in this manner, it has a bonus of +11 on concentration checks.



Rimbel, Satyr
Rimbel is the best known Satyr, and his music is unparalleled.


Shepron, Satyr CR 4
XP 1,200 
CN; Medium fey
; Init +2; Senses low-light vision; Perception +18
DEFENSE
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 44 (8d6+16)
Fort +4, Ref +8, Will +8
DR 5/cold iron
OFFENSE
Speed 40 ft.
Melee dagger +6 (1d4+2/19–20), horns +1 (1d6+1)
Ranged short bow +6 (1d6/×3)
Special Attacks pipes
Spell-Like Abilities (CL 8th)
At will—charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)
1/day—fear (DC 18), summon nature's ally III
STATISTICS
Str 14, Dex 15, Con 15, Int 12, Wis 14, Cha 19
Base Atk +4; CMB +6; CMD* 18
Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse
Skills Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, Knowledge (nature) +10, Perception +18, Perform (wind instruments) +19, Stealth +17, Survival +7; Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan
SPECIAL ABILITIES
Pipes (Su)
A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.

Shepron is mostly known for a ballad he wrote called The Paladin's Gift. In this ballad, Shepron relates the story of how he met a paladin in the woods near the Dividing Mountains and how, after singing for him, the paladin was so struck by the beautiful song that he gifted Shepron with an original score from Rimbel, the best-known Satyr.