Hellenic Pantheon • Lesser Deity • Chaotic Neutral

Pan, God of the Wild, Shepherds, Flocks, Rustic Music and Panic

Goat-footed and horned, laughing in the high pastures and terrible when roused, Pan is the Hellenic god of shepherds, flocks, mountain wilderness, rustic music, fertility, ecstatic freedom and the sudden nameless terror that still bears his name: panic.

The Wild Shepherds & Flocks Syrinx Panic Arcadia Arborea
Pan in the Arcadian wilds, playing the syrinx among the mountain flocks. Click to enlarge; click again or press Esc to collapse.

Divine Profile

Divine Status
Lesser Deity; Divine Rank 7 under SpiralWorlds divine rules
Alignment
Chaotic Neutral
Home Plane
Arborea, Olympian Glades
Divine Realm
The Arcadian Wilds, Olympian Glades
Mortal Heartland
Arcadia in the Peloponnese; Greece and the Balkans
Portfolio
Wild mountains, shepherds, flocks, goats, rustic music, panic, fertility, pasture, hunting, revelry and untamed freedom
Cleric Domains
Animal, Music, Revelry
Symbol
Seven-reed syrinx, often accompanied by a small pine sprig
Sacred Animals
Goats, sheep and animals of mountain pasture
Favoured Weapon
Shepherd’s crook; mechanically a staff where an edition requires a standard weapon
Worshippers
Shepherds, goatherds, hunters, rural musicians, satyrs, nymphs, fauns and some centaurs
Typical Clergy
Clerics, druids, bards, sacred pipers and wandering shepherd-priests
Principal Associates
Hermes, Dionysus, Artemis, Demeter
Roman Identification
Faunus

Sacred Symbol of Pan

Pan’s principal sacred emblem is the syrinx: seven unequal reeds bound together as the rustic pipes inseparable from his mythology and worship. A small pine sprig may accompany the pipes, recalling the mountain forests, pastures and ancient Arcadian landscape under his protection.

The sacred symbol of Pan: a seven-reed syrinx with a small pine sprig. Click to enlarge; click again or press Esc to collapse.

Pan at a Glance

Pan is not an infernal being and he is not merely an unusually powerful satyr. His horns, hooves, beard and animal vigour are expressions of his own divine nature. Satyrs, fauns, nymphs and centaurs may accompany or worship him, but Pan is a god in his own right.

He embodies wilderness as people actually encounter it: beautiful, fertile, sustaining, unpredictable and occasionally terrifying. He guards flocks, delights in music and dance, wanders mountains few rulers can truly command, and can turn the silence of a lonely valley into overwhelming supernatural fear.

Divine Domains

Pan grants three formal cleric domains: Animal, Music and Revelry. Their edition-specific spell progressions are kept inside the appropriate game-statistics tab below.

Animal Flocks, goats, wild beasts, shepherding and Pan’s authority over living creatures.
Music The syrinx, supernatural sound, rustic performance and divine melody.
Revelry Dance, laughter, celebration, ecstatic release and freedom from excessive restraint.

Game Statistics

These statistics represent Pan himself, not a mortal priest, satyr or ordinary supernatural manifestation. The mechanics for the Pipes of Pan are integrated into each edition’s main stat block.

Pan, Great God of the Arcadian Wild

Large Celestial (Deity), Chaotic Neutral

Armor Class 26 (divine natural armor)
Hit Points 660 (40d10 + 440)
Speed 60 ft., Climb 60 ft.

STR30 (+10)
DEX34 (+12)
CON32 (+11)
INT26 (+8)
WIS30 (+10)
CHA34 (+12)

Saving Throws Str +19, Dex +21, Con +20, Int +17, Wis +19, Cha +21
Skills Animal Handling +28, Insight +19, Nature +17, Perception +19, Performance +30, Stealth +21, Survival +19
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Radiant; Bludgeoning, Piercing and Slashing from nonmagical attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 29
Languages All; telepathy 120 ft.; communicates with Beasts and Plants
Challenge 31 (SpiralWorlds divine scale)
Proficiency Bonus +9

Arcadian Wild Domain Spells

A 5.5e-compatible cleric tradition devoted to Pan expresses his Animal, Music and Revelry portfolios through the following always-prepared spells.

Spell Level Always-Prepared Spells
1st Animal Friendship, Hideous Laughter
2nd Pass without Trace, Suggestion
3rd Plant Growth, Fear
4th Freedom of Movement, Confusion
5th Commune with Nature, Tree Stride

Divine Traits

Divine Immortality. Pan does not age and cannot die from disease, starvation, thirst or ordinary mortal causes. If his divine body is destroyed outside the Arcadian Wilds, it dissolves into wind, pine scent and distant pipe music. Unless an artifact, deity or other effect expressly capable of permanently destroying a god prevents it, Pan reforms in his realm after 1d10 days.
Legendary Resistance (5/Day). If Pan fails a saving throw, he can choose to succeed instead.
Magic Resistance. Pan has Advantage on saving throws against spells and other magical effects.
Divine Weapons. Pan’s weapon attacks are magical.
Lord of Flocks and Wild Places. Natural Difficult Terrain costs Pan no extra movement. He can move through nonmagical plants without being slowed or harmed. Beasts are never hostile toward Pan unless controlled by a deity, artifact or similarly overwhelming supernatural power.
Panic Made Flesh. When one of Pan’s abilities expressly says it can overcome immunity to the Frightened condition, a creature with that immunity instead has Advantage on its initial saving throw.
Voice of Beasts and Green Things. Pan can communicate with Beasts and Plants, and they understand him even when they possess no language.

Divine Spellcasting

Pan’s spellcasting ability is Charisma (spell save DC 29, +21 to hit with spell attacks). He requires no material components.

Actions

Multiattack. Pan makes three Wild Crook attacks. He can replace one attack with Hooves.
Wild Crook. Melee Attack Roll: +19, reach 15 ft. Hit: 32 (4d10 + 10) Bludgeoning damage plus 27 (6d8) Psychic damage. If the target is Large or smaller, Pan can move it up to 15 feet to an unoccupied space he can see.
Hooves. Melee Attack Roll: +19, reach 5 ft. Hit: 37 (6d8 + 10) Bludgeoning damage plus 18 (4d8) Thunder damage. The target must succeed on a DC 27 Strength saving throw or have the Prone condition.
Panic Shout (Recharge 5–6). Each enemy of Pan’s choice within 300 feet that can hear him must make a DC 29 Wisdom saving throw. On a failed save, the creature takes 54 (12d8) Psychic damage and has the Frightened condition for 1 minute. While Frightened in this way, it must spend as much of its movement as it can moving away from Pan by the safest available route and cannot willingly move closer to him. It repeats the save at the end of each of its turns, ending the effect on itself on a success. On a successful initial save, the creature takes half damage and is not Frightened.
Pipes of Pan (Recharge 4–6). Pan plays his divine syrinx and chooses one melody. Affected creatures must be able to hear him.
  • Melody of Terror. Enemies within 120 feet must succeed on a DC 29 Wisdom saving throw or have the Frightened condition until the end of Pan’s next turn.
  • Dance of the Untamed. Enemies within 120 feet must succeed on a DC 29 Wisdom saving throw or have the Charmed condition until the end of Pan’s next turn. A creature Charmed in this way must use at least half its movement dancing, stamping or circling and cannot take Reactions.
  • Shepherd’s Measure. Up to six allies Pan can hear within 120 feet regain 22 (4d10) Hit Points and can immediately move up to half their Speed without provoking Opportunity Attacks.

Bonus Action

Arcadian Step. Pan teleports up to 90 feet to an unoccupied space he can see touching earth, natural stone, vegetation or natural water.

Reaction

Startle the Hunter. When a creature Pan can see makes an attack roll against him, Pan imposes Disadvantage on the roll. If the attack misses, Pan can move up to 30 feet without provoking Opportunity Attacks.

Legendary Actions

Pan can take 4 Legendary Actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. Pan regains all spent Legendary Actions at the start of his turn.

  • Wild Crook. Pan makes one Wild Crook attack.
  • Hoofed Rush. Pan moves up to half his Speed without provoking Opportunity Attacks.
  • Sudden Note (Costs 2 Actions). One creature Pan can see within 120 feet must succeed on a DC 29 Wisdom saving throw or have the Frightened condition until the end of its next turn.
  • Living Hillside (Costs 3 Actions). Roots, grass and thorny growth erupt in a 30-foot-radius area Pan can see within 120 feet. The area becomes Difficult Terrain for Pan’s enemies until initiative count 20 of the next round. Each enemy in the area must succeed on a DC 27 Strength saving throw or have the Restrained condition for the same duration.

Divine Artifact — The Pipes of Pan

Wondrous Item, Artifact (Requires Attunement by a Bard, Cleric, Druid, or a creature personally accepted by Pan). Pan himself requires no attunement and ignores all charge limits. His own use of the instrument is represented by his Pipes of Pan action above.

In the hands of another permitted bearer, the pipes have 7 charges and regain 1d4 + 3 expended charges each dawn. If the last charge is expended, roll a d20. On a 1, the pipes vanish from the bearer and reappear somewhere in the Arcadian Wilds.

Voice of the Pasture. While attuned to the pipes, the bearer can communicate simple ideas with Beasts and has Advantage on Wisdom (Animal Handling) checks involving herd animals.
Shepherd’s Song (1 Charge). As a Magic action, the bearer plays a soothing melody. Each Beast of the bearer’s choice within 60 feet that can hear the music becomes Indifferent toward the bearer and the bearer’s companions for 10 minutes unless it is attacked, harmed or magically controlled. A Frightened Beast can immediately repeat its saving throw against the effect causing that condition.
Reed-Spring Lament (2 Charges). One creature the bearer can see within 60 feet that can hear the pipes must succeed on a DC 19 Wisdom saving throw or become overwhelmed by memory and longing until the end of its next turn. While affected, its Speed is halved, it cannot take Reactions, and it has Disadvantage on attack rolls.
Dance of the Hills (3 Charges). One creature within 60 feet that can hear the pipes must succeed on a DC 19 Wisdom saving throw or dance uncontrollably until the end of the bearer’s next turn. While dancing, its Speed is 0, it has Disadvantage on Dexterity saving throws and attack rolls, and attack rolls against it have Advantage.
Call of the Herd (3 Charges). Spectral goats, deer and sheep rush through a 60-foot-long, 10-foot-wide line originating from the bearer. Each creature in the line must make a DC 19 Dexterity saving throw, taking 28 (8d6) Force damage and falling Prone on a failed save, or taking half as much damage without falling Prone on a successful one.
Pan’s Cry (5 Charges). Each enemy within 90 feet that can hear the pipes must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 27 (6d8) Psychic damage and has the Frightened condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the condition on itself on a success.
Divine Hand. When Pan plays the artifact, none of the mortal charge limits, attunement restrictions or DCs apply. Use Pan’s own divine statistics and Pipes of Pan action instead.
Indestructible Reeds. Mundane destruction only causes the instrument to vanish. Unless an artifact, deity or equivalent power explicitly capable of permanently destroying divine regalia unmakes it, the Pipes of Pan reform in the Arcadian Wilds within 1d10 days.

Divine-Realm Actions

Within the Arcadian Wilds or a major sanctuary wholly saturated with Pan’s power, the landscape acts on initiative count 20 (losing initiative ties). Pan cannot choose the same effect twice in succession.

The Ridge Moves. A natural stone ridge up to 40 feet long, 10 feet thick and 20 feet high rises within 120 feet, providing Total Cover through it.
Echoes Lie. Until the next initiative count 20, creatures Pan does not exempt have Disadvantage on Wisdom (Perception) checks relying on hearing, cannot locate unseen creatures through sound alone, and cannot make Opportunity Attacks against creatures they cannot see.
Stampede of the Wild. Spectral mountain beasts rush through a 60-foot-long, 20-foot-wide line. Creatures in the line make a DC 27 Dexterity save, taking 35 (10d6) Force damage, being pushed 20 feet and knocked Prone on a failure, or half damage only on a success.
Path Without Distance. Pan relocates up to three creatures within 120 feet to unoccupied spaces within 60 feet that touch natural terrain. An unwilling creature can resist with a DC 29 Charisma saving throw.
Noonday Silence. A 60-foot-radius sphere within 120 feet becomes supernaturally silent until initiative count 20 of the next round. Pan and creatures he designates are unaffected.

Mythic Trait — The Hills Answer

The Hills Answer (1/Day). If Pan is reduced to 0 Hit Points without being permanently destroyed, he instead regains 330 Hit Points, ends all conditions affecting him, and recharges Panic Shout and Pipes of Pan.

Regional Effects — 7 Miles

Within 7 miles of Pan or a fully awakened sanctuary, the following manifestations can occur:

  • Alert Herds. Goats, sheep, deer and similar animals become unusually attentive to approaching danger without becoming unnaturally tame.
  • Shepherd’s Roads. Paths seem shorter for peaceful shepherds and longer or circular for raiders, hostile pursuers and known desecrators.
  • Music and Stillness. Unseen reed music may carry across impossible distances, while some sacred places fall completely silent at noon.
  • Sacred Pasture. Grazed land recovers rapidly and well-treated herds experience unusually healthy births and strong young.
  • Arcadian Thresholds. Ancient caves, springs and hidden tracks can briefly open into Arborea. Knowingly violating such a sacred place can provoke sudden supernatural dread.

Pan

CR 31 • Unique Lesser Deity • CN Large outsider (chaotic, extraplanar)

Init +20;
Senses darkvision 120 ft., low-light vision, true seeing; Perception +53
Aura divine presence 120 ft. (DC 42), panic of Pan 120 ft. (DC 42)

Defense

AC 56, touch 26, flat-footed 39 (–1 size, +16 Dex, +1 dodge, +30 natural)
hp 700 (40d10 + 480); regeneration 20
Fort +40, Ref +44, Will +38
Defensive Abilities divine resistance +6 on saving throws, freedom of movement
DR 20/epic and lawful
Immune aging, charm, disease, fear, paralysis, poison, sleep
Resist acid 30, cold 30, electricity 30, fire 30
SR 43

Offense

Speed 80 ft., climb 60 ft.
Melee +5 wild shepherd’s crook +58/+53/+48/+43 (2d6+24 plus 3d6 sonic)
Space 10 ft.; Reach 10 ft.
Special Attacks domain mastery, ecstatic music, panic of Pan, pipes of the wild, realm mastery, wild shape

STR36 (+13)
DEX42 (+16)
CON34 (+12)
INT26 (+8)
WIS30 (+10)
CHA34 (+12)

Base Atk +40
CMB +54 (+56 trip)
CMD 81 (83 vs. trip)
Languages all; telepathy 120 ft.; speak with animals and plants

Pathfinder Domain Spells

Skills

Acrobatics +59, Bluff +55, Climb +56, Diplomacy +55, Handle Animal +55, Intimidate +55, Knowledge (nature) +51, Knowledge (planes) +48, Knowledge (religion) +48, Perception +53, Perform (wind instruments) +61, Sense Motive +53, Stealth +55, Survival +53.

Feats

Alertness, Combat Expertise, Combat Reflexes, Dodge, Greater Trip, Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Multiattack, Persuasive, Power Attack, Quicken Spell-Like Ability (fear), Skill Focus (Perform [wind instruments]), Spring Attack, Toughness, Vital Strike, Improved Vital Strike, Weapon Focus (shepherd’s crook).

Divine Spell-Like Abilities

CL 30th; concentration +42; save DC 22 + spell level.

Domain Mastery

Pan commands the Animal, Music and Revelry domains. For domain effects dependent on cleric level, treat Pan as a 30th-level cleric.

Panic of Pan (Su)

As a standard action, Pan releases a terrifying divine cry. Enemies within 120 feet that can hear him must succeed on a DC 42 Will save or become panicked for 2d6 rounds. A creature normally immune to fear instead gains a +4 bonus on its saving throw. A creature that succeeds is immune to this ability for 24 hours.

Pipes of the Wild (Su)

When Pan plays his syrinx as a standard action, he produces one of these effects: good hope on allies within 60 feet, confusion on enemies within 60 feet, irresistible dance against one creature within 120 feet, or supernatural fear in a 120-foot spread. The save DC is 42 where applicable.

Divine Artifact — The Pipes of Pan

Major Artifact; CL 30th; Aura overwhelming enchantment and transmutation. The following powers describe the pipes when carried by a mortal, outsider or other lesser bearer whom Pan permits to use them. Pan himself instead uses Pipes of the Wild above.

Shepherd’s Song. At will, the bearer can produce an effect equivalent to Calm Animals, except there is no Hit Dice limit.
Reed-Spring Lament (3/Day). One creature within 60 feet that can hear the pipes must succeed on a DC 27 Will save or become staggered for 1 round as memory, longing and grief overwhelm it.
Dance of the Hills (1/Day). The bearer can invoke Irresistible Dance against one creature that can hear the instrument.
Call of the Herd (3/Day). Spectral herd animals surge through a 60-foot line, dealing 10d6 force damage and knocking affected creatures prone. A DC 27 Reflex save halves the damage and negates the prone condition.
Pan’s Cry (1/Day). The pipes generate supernatural terror in a 120-foot spread, functioning as Fear. Creatures normally immune to fear instead receive a +4 bonus on the saving throw.
Chosen Instrument. A bearer acting directly against Pan’s known will cannot activate the pipes’ supernatural powers. Pan can revoke or restore permission at any distance on the same plane.
Destruction. Ordinary attempts to break, burn or sunder the pipes merely cause them to disappear. Unless destroyed by artifact-level or divine power explicitly capable of unmaking divine regalia, they reform within the Arcadian Wilds.

Realm Mastery (Su)

Within the Arcadian Wilds or a major sanctuary fully awakened to Pan, the environment answers his divine authority. Once per round at the start of Pan’s turn, he may invoke one realm effect as a free action. He cannot choose the same effect on consecutive rounds.

  • The Ridge Moves: a natural ridge up to 40 feet long, 10 feet thick and 20 feet high rises within 120 feet, providing total cover.
  • Echoes Lie: enemies within 120 feet take a –8 penalty on sound-based Perception checks, cannot pinpoint unseen creatures by sound, and cannot make attacks of opportunity against creatures they cannot see.
  • Stampede: a spectral herd deals 10d6 force damage and knocks creatures prone; DC 42 Reflex halves the damage and negates prone.
  • Path Without Distance: Pan relocates up to three creatures through natural terrain. Unwilling creatures resist with a DC 42 Will save.
  • Noonday Silence: a 60-foot-radius region becomes supernaturally silent until Pan’s next turn.

Wild Shape (Su)

Pan can assume the shape of an animal, animal-like magical beast or elemental as a swift action. This functions as shapechange, except Pan retains his divine traits, intelligence, domains and ability to speak.

Divine Travel (Su)

Pan can use Teleport without Error and Plane Shift at will, affecting himself and willing creatures accompanying him.

Divine Immortality (Ex)

Destroying Pan’s manifested body does not ordinarily destroy the deity. If defeated away from the Arcadian Wilds, he reforms there unless the effect that destroyed him is expressly capable of permanently ending a god.

Regional Influence — 7 Miles

Within 7 miles of Pan or a fully awakened sanctuary, Handle Animal and Survival checks made by peaceful shepherds and Pan’s worshippers gain a +4 sacred bonus. Known desecrators take a –4 penalty on Survival checks made to navigate natural terrain. Herds become unusually alert, pastures recover rapidly, and ancient caves or springs may briefly open into the Arcadian Wilds.

Pan

Lesser Deity • Divine Rank 7 • CR 32 • Chaotic Neutral

Large Outsider (Chaotic, Extraplanar)
Divine Rank 7
Classes 20 outsider HD / Druid 20 / Bard 10 / Barbarian 10
Hit Dice 20d8 outsider + 20d8 druid + 10d6 bard + 10d12 barbarian (1,100 hp; divine maximum hit points per die)
Initiative +22
Speed 90 ft., climb 60 ft.
Armor Class 66 (–1 size, +18 Dex, +7 divine, +20 natural, +12 deflection), touch 46, flat-footed 48

STR35 (+12)
DEX46 (+18)
CON31 (+10)
INT25 (+7)
WIS29 (+9)
CHA34 (+12)

Base Attack/Grapple +52/+68
Attack +5 shepherd’s crook +75 melee (2d6+23 plus 2d6 sonic); or +5 composite longbow +81 ranged (2d6+17/×3)
Full Attack +5 shepherd’s crook +75/+70/+65/+60 melee; or +5 composite longbow +81/+76/+71/+66 ranged
Space/Reach 10 ft./10 ft.
Saves Fort +51, Ref +53, Will +50

D&D 3.5e Domain Spells

Special Qualities

Divine aura 700 ft., divine immunities, DR 25/epic and lawful, fire resistance 30, sonic resistance 30, SR 42, freedom of movement, trackless step, woodland stride, timeless body, wild shape, bardic knowledge, bardic music 10/day, rage 3/day, teleport without error at will, plane shift at will, and divine immortality.

Key Skills

Balance +88, Bluff +82, Climb +82, Diplomacy +82, Handle Animal +82, Hide +84, Intimidate +82, Knowledge (nature) +77, Knowledge (religion) +57, Listen +81, Move Silently +88, Perform (wind instruments) +85, Profession (herbalist) +79, Ride +81, Spellcraft +77, Spot +81, Survival +79, Swim +82, Tumble +88.

The obsolete 3.0 skills Animal Empathy, Intuit Direction, Scry and Wilderness Lore are not used in this 3.5e reconstruction.

Feats

Alertness, Cleave, Combat Reflexes, Dodge, Combat Expertise, Far Shot, Great Cleave, Improved Bull Rush, Improved Trip, Mobility, Plant Control, Plant Defiance, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Skill Focus (Perform), Spring Attack.

Salient Divine Abilities

As a lesser deity of Divine Rank 7, Pan possesses nine salient divine abilities:

Domain Powers

  • Animal: Pan communicates freely with animals and exerts divine authority over them.
  • Music: Pan gains a +7 divine bonus on Perform checks involving music and can oppose sound-dependent magical effects through his playing.
  • Revelry: Seven times per day Pan can grant allies within 60 feet a +4 morale bonus on saves against fear and compulsion for 7 rounds.

Domain Spell-Like Abilities

Pan can use spells from his Animal, Music and Revelry domains as spell-like abilities. His caster level is 17th, and the save DC is 29 + spell level.

Divine Druidic Magic

Pan’s Divine Druid and Power of Nature abilities give him additional personal authority over vegetation and wilderness. Typical effects include Entangle, Plant Growth, Wall of Thorns, Creeping Doom, Repel Vermin and Tree Stride.

Bardic Music

As a 10th-level bard, Pan possesses bardic knowledge and bardic music 10/day. His divine music commonly supports effects equivalent to Charm Person, Cause Fear, Suggestion, Confusion, Fear, Dimension Door and Greater Invisibility.

Panic of Pan (Su)

Pan can release a divine cry as a standard action. Enemies within 700 feet that hear it must succeed on a DC 29 Will save or become panicked for 2d6 rounds. Creatures normally immune to fear instead gain a +4 bonus on the save. A creature that succeeds is immune to Pan’s cry for 24 hours.

Divine Artifact — The Pipes of Pan

Major Artifact; Caster Level 25th. Only Pan, one of his chosen servants or another creature he willingly permits can draw out the instrument’s supernatural power.

Shepherd’s Song. At will, the bearer can use Calm Animals with no Hit Dice limit.
Reed-Spring Lament (3/Day). One creature within 60 feet that hears the pipes must succeed on a DC 27 Will save or become dazed for 1 round.
Dance of the Hills (1/Day). The bearer can use Irresistible Dance against one creature that can hear the pipes.
Call of the Herd (3/Day). A spectral stampede fills a 60-foot line, dealing 10d6 force damage. A DC 27 Reflex save halves the damage. Creatures that fail the save are also knocked prone.
Pan’s Cry (1/Day). The bearer can invoke Fear against all enemies within 120 feet that can hear the pipes. Creatures normally immune to fear instead receive a +4 bonus on their saving throw.
Master of the Syrinx. When Pan himself plays the pipes, he can invoke any of their powers as a free action once per round in conjunction with his bardic music. Any applicable saving throw DC becomes 29. The pipes count as part of Pan’s divine regalia rather than a separate carried magic item.
Divine Ownership. A bearer who knowingly turns the pipes against Pan loses access to their supernatural powers until Pan restores that permission.
Destruction. Breaking or burning the physical reeds merely causes the instrument to disappear. Unless destroyed through power explicitly capable of unmaking a divine artifact, the Pipes of Pan reform somewhere in the Arcadian Wilds within 1d10 days.

Realm Mastery (Su)

Within the Arcadian Wilds or a sanctuary fully attuned to Pan, he may invoke one environmental effect at the start of each turn. He cannot select the same effect on consecutive rounds.

  • The Ridge Moves: natural stone rises to block movement and line of effect.
  • Echoes Lie: enemies within 120 feet take a –8 penalty on Listen checks, cannot locate unseen creatures through sound, and cannot make attacks of opportunity against creatures they cannot see.
  • Stampede: a spectral herd deals 10d6 force damage; DC 29 Reflex halves the damage and negates prone.
  • Path Without Distance: Pan relocates creatures between points of natural terrain; DC 29 Will negates for unwilling targets.
  • Noonday Silence: a 60-foot-radius area becomes supernaturally silent.

Regional Influence — 7 Miles

Within seven miles of Pan or a major awakened sanctuary, natural animals become unusually alert, peaceful travellers find pastoral routes easier to follow, known desecrators become disoriented, sacred pasture recovers rapidly, and old caves or springs can temporarily connect to Pan’s divine realm.

Appearance and Character

Pan normally appears as a strongly built mature male god with the legs and cloven hooves of a goat, a shaggy lower body, pointed ears, a heavy beard and horns rising from his brow. His form is animal without being infernal. Ancient representations make his goat nature unmistakable.

He frequently carries a shepherd’s crook and almost always has his syrinx nearby. Pine, mountain grass, goats and the smell of sun-warmed stone commonly accompany his manifestations.

His laughter can be infectious and his music gentle enough to settle a frightened flock. The same god can, in a heartbeat, unleash terror so complete that trained soldiers break formation without understanding what frightened them.

Pan dislikes confinement, needless regulation and people who believe the wild exists only for their convenience. He can be generous to shepherds, musicians and travellers who respect sacred places, but he is equally capable of caprice, anger and humiliating supernatural retribution.

The Arcadian Wilds

Pan’s divine realm lies on Arborea, within the Olympian Glades. It is a vast mountainous wilderness lying away from the formality of the divine halls of Mount Olympus.

The Arcadian Wilds contain pine-covered ridges, bare limestone heights, hidden valleys, springs, caves and enormous summer pastures. Herds cross the slopes without fences. Streams alter their courses around old songs. At noon some valleys become so silent that even immortal travellers hesitate to speak.

Pan keeps no permanent palace. His court is wherever he happens to be. One evening a sacred cave may contain the entire company of the god; by dawn the revel may be beyond a ridge that did not exist the day before.

The High Pastures

Endless grazing country inhabited by divine flocks, shepherd petitioners, goats and mountain wildlife.

The Reed Springs

Clear springs edged with reeds whose notes can be heard when the wind moves through them. Some preserve memories of Syrinx.

The Noon Silence

Remote valleys where unnecessary noise at midday is considered dangerous. Those who deliberately break the stillness may discover why terror bears Pan’s name.

Myth and Divine History

Birth in Arcadia

Pan’s genealogy varies across Hellenic tradition. SpiralWorlds uses the Homeric Hymn to Pan as the principal account: Pan is the son of Hermes and a daughter of Dryops, born in Arcadia already goat-footed, horned, bearded, noisy and delighted with life.

Other ancient traditions give him different mothers, connect him with Penelope, or preserve genealogies that make him appear much older. These need not be forced into a single mortal-style family tree.

Pan and Dionysus

Dionysus is among Pan’s closest divine associates. Both understand music, procession, dance and ecstatic release, but their portfolios remain distinct.

Syrinx and the Pipes

In the best-known tradition, Pan pursued the nymph Syrinx until she fled to the water and was transformed into reeds. The wind passing through them produced a mournful sound. Pan cut reeds of unequal length and bound them together, creating the syrinx that became his defining instrument.

Echo, Pitys and Selene

Pan’s surviving myths repeatedly place him among nymphs and divine women. Traditions concerning Echo are particularly severe and survive in variant forms. Pitys is linked with the pine, one of Pan’s sacred plants. Other traditions connect Pan with Selene.

Pan and Apollo

Pan’s rustic pipe music and the formal musical perfection associated with Apollo make the two natural musical rivals rather than permanent enemies.

Pan and Prophecy

Arcadian tradition also remembers Pan as an oracular power. His prophecies concern animals, weather, routes through wild country, sacred places and disturbances that have broken the rhythm of a landscape.

Pan, Aegipan and Typhon

Traditions concerning goat-formed divine beings intersect with the conflict between Zeus and Typhon. SpiralWorlds keeps Aegipan distinct where ancient traditions distinguish him.

Pan and Psyche

Pan appears in the wanderings of Psyche, offering practical counsel when she is overcome by despair over Eros.

“The Great God Pan Is Dead”

Plutarch preserves the famous report of the sailor Thamus, who was instructed by a mysterious voice to announce that “the great Pan is dead.”

In SpiralWorlds, the supernatural report happened. Pan did not die.

The message may have announced the destruction of an avatar or manifestation, the death of another being named Pan, the end of one of the Panes, a supernatural deception, or an event whose true meaning remains undiscovered.

Pan himself gives no reliable explanation. Sometimes he laughs when asked. Sometimes every nearby animal becomes silent.

Worship, Sacred Places and Priesthood

Pan’s worship belongs primarily to the countryside rather than monumental urban temples. His sacred places are caves, mountain slopes, springs, groves, rocky shelters and pasture.

Arcadia

Arcadia in the Peloponnese is Pan’s mortal homeland and oldest cult heartland. The broader region belongs within the SpiralWorlds Greece and the Balkans geography.

Mount Mainalos is especially associated with Pan, while traditions and sanctuaries also connect him with Mount Lykaion, Nomia, Tegea, Megalopolis and other Arcadian highlands.

Attica and Marathon

One of Pan’s most famous cult expansions followed the Persian Wars. The runner Pheidippides was said to encounter Pan while travelling through Arcadian country. After Marathon, the Athenians established a sacred precinct for Pan beneath the Acropolis.

The Corycian Cave

The Corycian Cave lies on Mount Parnassus in Phocis, not in Arcadia. It was sacred to the Corycian nymphs and Pan.

Holy Days

Pan has no single universal civic festival comparable to the principal festivals of the major Olympians. His observances vary locally: herd blessings, mountain feasts, music, dancing, seasonal offerings and rites at rural shrines.

The Panathenaea belongs to Athena and is not Pan’s holy day.

Priestly Duties

  • Guard springs, caves, mountain groves and ancient pastoral routes.
  • Protect flocks from mundane and supernatural threats.
  • Offer music at lonely shrines.
  • Preserve seasonal grazing customs and mediate disputes over sacred pasture.
  • Give hospitality to shepherds, hunters, messengers and travellers lost in the high country.
  • Oppose needless destruction of sacred wilderness.
  • Recognise when fear itself may be a divine warning that a place should not be entered.

Divine Relationships

Hermes

The principal birth tradition makes Hermes Pan’s father. Their portfolios overlap in herding, boundaries, cunning, travel and music.

Dionysus

A close associate and kindred power of music, procession and ecstatic release.

Artemis

Both are wilderness powers, but Artemis expresses the hunt and inviolate wild places, while Pan belongs to pasture, shepherding, music and untamed impulse.

Apollo

Musical rival rather than permanent enemy.

Demeter

Arcadian tradition gives Pan a role in discovering Demeter during her wandering grief.

Selene

Several traditions connect Pan with the moon goddess.

The Pipes of Pan

Pan’s seven-reed syrinx is both his defining instrument and one of his divine regalia. Its reeds recall Syrinx, while its music expresses the full range of Pan’s nature: pastoral calm, longing, dance, the movement of wild herds and overwhelming supernatural fear.

The pipes appear rustic rather than jewelled or courtly. Their unequal reeds are bound like a shepherd’s instrument that might have been made beside a spring, yet no mortal craftsman can duplicate their tone. When Pan plays them, sound can carry through stone, across valleys, through forests and into places where ordinary music could never reach.

The instrument is not independent of its god in the way an ordinary magic item is. Pan can allow another bearer to use a fraction of its power, withdraw that permission, or call the pipes back into the Arcadian Wilds. Attempts to destroy the visible reeds without power capable of unmaking divine regalia merely separate the instrument from its current manifestation.

Game mechanics: the complete rules for the Pipes of Pan appear inside Pan’s D&D 5.5e / 2024, Pathfinder 1e and D&D 3.5e statistics above.

Pan in the World — 1454

Pan is alive, active and entirely capable of entering the mortal world. His strongest earthly presence remains in the mountains of Arcadia and the wider Peloponnese.

Rulers, borders and armies have changed repeatedly around those mountains. The old pastoral routes have endured more stubbornly. Shepherd families still move animals between seasonal grazing. Ancient springs remain known to local communities.

The Ninefold Dominion’s occupation of Constantinople has disrupted routes, alliances and movement throughout the eastern Mediterranean. Soldiers, merchants, displaced families and messengers travel roads that pass ever closer to country where Pan’s authority is older than their causes.

Pan has little interest in imperial titles. He does notice what armies do to isolated valleys. A company that steals every goat from a mountain community or destroys a sacred spring may discover that military discipline means very little when an unseen god cries from the ridge.

He does not wage war against civilisation. Fields, villages, hunting, herding and human habitation are all ancient parts of his world. What provokes him is arrogance and needless desecration.

Adventure Hooks

  1. The Noon Cry. A mercenary company abandons a mountain road after hearing a single impossible shout. Their weapons and baggage remain untouched.
  2. The Broken Syrinx. One reed apparently cut from the Pipes of Pan appears in a mortal market. Every shepherd within twenty miles dreams of the same hidden spring.
  3. The Great God Is Dead. Sailors claim the ancient announcement concerning Pan has been heard again. This time the mourning came from beneath the sea.
  4. The Silent Mountain. Mount Mainalos falls completely silent. No birds call, no goats bleat and no pipe music has been heard for nine days.
  5. The Last Herd Home. A storm traps several pastoral communities above the snow line, but every rescue route mysteriously returns to the same abandoned shrine.
  6. Apollo’s Challenge. A divine music contest is proposed in the Olympian Glades, but someone sabotages the mortal musicians invited to judge it.
  7. The Arcadian Gate. A shepherd follows a lost goat into a familiar cave and emerges in Pan’s divine realm.

Historical and Mythic Context

Pan is an ancient Arcadian pastoral god associated with shepherds, hunters, flocks, mountain forests, meadows and rustic music. His cult was especially strongly rooted in the highlands of the Peloponnese.

Classical and Roman-period representations commonly show Pan as a bearded, horned man with goat legs, pointed ears and deliberately rustic or animal features.

Norman Mills Price (1877–1951), The Great God Pan. Historical artwork retained for visual context. Click to enlarge; click again or press Esc to collapse.

The Homeric Hymn to Pan connects his birth with Hermes and a daughter of Dryops. Herodotus preserves the tradition of Pan’s encounter with Pheidippides before Marathon. Pausanias records multiple Arcadian sanctuaries and the Corycian Cave tradition. Plutarch preserves the famous report concerning the supposed death of Great Pan.

SpiralWorlds treats these myths and cult traditions as evidence of real encounters with divine beings while allowing genuinely contradictory ancient traditions to remain contradictory when no single historical answer survives.

Pan in Myth

One mythology overview is retained as optional supplementary viewing. It sits below the article’s primary lore and game material rather than interrupting the opening of the page.

Classical Sources and Further Reading

SpiralWorlds canon: classical myth provides the historical and mythic foundation. Pan’s residence in Arborea, the Arcadian Wilds, his continuing activity in 1454 and the interpretation of the “Great Pan is dead” report are campaign canon.
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