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Pan

D&D 5E Epic Monsters: Pan

Pan DnD 5e BANNER.jpg

D&D 5E – Epic Monsters: Pan | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Hooves clopping and pipes playing the godly fellow you know loves both: Pan.

There’s little certainty as to where this erotic and rustic god originates from. Is he the son of Hermes and a wood nymph (Dryope, or Penelope of Mantineia in Arcadia) or a nymph called Oeneis? Son of Apollo and Penelope? Are there two different Pans: one born by Hermes and Penelope with a counterpart (who mentors Apollo) sired by Zeus and birthed by a nymph named Hybris, or alternatively sired by Zeus and a Twin of Arcan and the other from Cronus? Or born by Penelope after she slept with all 108 suitors in the absence of Odysseus? Maybe it’s all of them. What is known is that Pan is curiously (like other nature spirits in Olympic mythology) older than the Olympians, that he gifted hunting dogs to Artemis, and taught Apollo the secret of prophecy. He is a deity of flocks, shepherds, wilderness, mountains, music, improvisation, nymphs, fields, groves, wooded glens, spring, fertility, and sex.

Other notable entries in his lore include when Zeus fights Typhon and his sinews are stolen back by Aegipan (another goat god, who is maybe Pan’s dad or his son?) and Hermes, where Pan helps fight the Titans by striking fear into them with his panic-inducing shout. He also fashioned his famous pan flute from supernaturally melodic reeds that were actually the transformed beautiful wood nymph Syrinx (although in one version of her tale, the wonderful singer and nymph Echo refused the love of any man, including Pan, so he had his followers tear her into pieces which Gaia absorbed so that her voice can live on to repeat the last words of others.) Pan also seduced the moon goddess Selene, and challenged Apollo to a music contest which by Tmolus’s thinking he lost (Midas disagreed so his ears were turned into donkey ears by the winner). Otherwise he’s known for being able to multiply himself to produce sons, and for being the only Greek god who really dies, a historical point which scholars have since tied up with historical metaphors about the birth or death of Jesus Christ.

Pan

Medium fey, chaotic neutral
Armor Class 21 (+3 leather armor)
Hit Points 285 (30d8+150)
Speed 50 ft., fly 30 ft. (hover)

STRDEXCONINTWISCHA
19 (+4)​24 (+7)​20 (+5)​19 (+4)​16 (+3)​23 (+6)​

Skills Deception +14, Insight +11, Nature +20, Perception +11, Performance +22, Persuasion +14, Stealth +15
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses darkvision 200 ft., truesight 20 ft., passive Perception 21
Languages Druidic, Greek, Elvish, Sylvan
Challenge 25 (75,000 XP)

Divine Action (Recharge 4–6). At the end of the round, Pan can move his Speed and take an additional action.

Epic Concentration. Pan is able to concentrate on up to 2 spells at the same time. If he fails a concentration check while concentrating on more than one spell, he loses both spells.

Innate Spellcasting. Pan’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring only his pan flute and no other components:

At will: calm emotions, dancing lights, detect thoughts, druidcraft, misty step, sleep

5/day each: confusion, dispel magic, improved invisibility, irresistible dance, plant growth, spike growth, tree stride

2/day each: maze, teleport, wish

Instant Empathy. Pan looks at a creature and magically knows its current emotional state. If the target fails a DC 22 Charisma saving throw, he also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Legendary Resistance (3/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.

Magic Weapons. Pan’s weapon attacks are magical.

Regeneration. Pan regains 30 hit points at the start of his turn if he has at least 1 hit point.

Speak with Beasts and Plants. Pan can communicate with beasts and plants as if they shared a language.

ACTIONS
Multiattack. Pan attacks seven times.

Ram. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.

Shortsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 10 (1d6+7) piercing damage.

Shortbow. Ranged Weapon Attack: +15 to hit, range 80/320 ft., one target. Hit: 10 (1d6+7) piercing damage.

Fey Charm. Pan can use a bonus action to target one humanoid or beast that he can see within 30 feet of him. If the target can see Pan, it must succeed on a DC 22 Wisdom saving throw or be magically charmed. The charmed creature regards Pan as a trusted friend to be heeded and protected. Although the target isn’t under his control, it takes Pan’s requests or actions in the most favorable way it can.
Each time Pan or his allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Pan dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to pan’s Fey Charm for the next 24 hours.
Pan can have no more than 3 humanoids and up to 10 beasts charmed at a time.

Panicking Shout (Recharge 5–6). Pan unleashes a terrifying shout that chills the very soul. All creatures within 500 feet of Pan and able to hear him must make a DC 22 Wisdom saving throw or become frightened for 1 minute. Creatures normally immune to fear can still be frightened by Panicking Shout, but have advantage on saving throws made to resist it.
A frightened creature that fails its save becomes panicked instead. A panicked creature must spend its turns trying to move as far away from Pan as it can. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
As long as it is not able to see Pan, a frightened or panicked creature can use a bonus action on its turn to make a new saving throw, ending the effect on a success. Panicked creatures have disadvantage on this save.

Pan
NORMAN MILLS PRICE (American, 1877-1951), “The Great God Pan”

Pan’s clerics are country shepherds or sylvan creatures such as centaurs, satyrs, or nymphs. They worship their joyful god in mountain glens and forest glades. They act as protectors of nature, working independently from each other and keeping far from civilization. They wear laurel wreaths on their heads and olive-colored tunics.

Relics & Rituals: Olympus

© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.

By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team

The god Pan is not one of the 12 traditional members of the Greek pantheon; some consider him the greatest of the lesser gods. He is sometimes said to be Hermes son, but other accounts place him as present when Zeus and his brothers overthrew the Titans, long before Hermes was born. Pan is the god who watches over flocks, forests, mountains, and all wild things. He is also a god to shepherds and goatherds, and is associated with the fey races; Pan appeared as an ugly satyr, and was the lord of the wild places.

Pan to acts as patron god to the fey races, to satyrs, fauns and to some centaurs, but he is not to be a patron god of humans at all. While he is usually despoiling maidens and others the word panic is derived from his name, but he can also be gentle and is said to have talked Psyche out of commiting suicide over her thwarted love for Eros.

Deities & Demigods

Rich Redman, Skip Williams, James Wyatt

PAN
Lesser Deity
Symbol:
His symbol is a set of reed pipes, his “pan-pipes”, a curved row of small flutes also called the “(the syrinx)”, after Syrinx a maiden who turned herself into reeds to hide from Pan.
Home Plane: Material Plane
Alignment:
Chaotic neutral
Portfolio: Nature, passion, shepherds, mountains
Worshipers: fey, satyrs, centaurs, nymphs, shepherds, Alseids
Cleric Alignments: CE, CG, CN
Domains: Animal, Music, Revelry
Favored Weapon: shepherd’s crook

Some Major Temple Sites Pan had many sanctuaries including the Corycian Caves on Mount Parnassus especially in Arcadia

The wild god of nature, Pan appears as a tall satyr with small horns and shaggy, goatlike legs. He always carries a syrinx, which he often plays while leading sylvan creatures in wild dances. Pan is the son of Hermes and a dryad. He is like a nephew to Dionysus, who recognizes a kindred spirit of wild abandon.

Dogma

Like Dionysus, Pan teaches no dogma, but shows mortals and feys a way of life by his example. He is a carefree soul, prancing through the high mountains, tending sheep, playing his pipes, singing, and dancing. His only creed is freedom.

Clergy and Temples

Pan
Druid 20/Bard 10/Barbarian 10
Large outsider
Divine Rank7
Hit Dice20d8+180 (outsider) plus 20d8+180 (Drd) plus 10d6+90 (Brd) plus 10d12+90 (Bbn) (1,040 hp)
Initiative+18
Speed90 ft.
AC65 (-1 size, +18 Dexterity, +7 divine, +20 natural, +11 deflection)
AttacksGore +57 melee; or Huge +5 shortbow with +3 arrows +72/+67/+62/+57 ranged; or spell +57 melee touch or +64 ranged touch
DamageGore 1d8+16; Huge +5 shortbow with +3 arrows 2d6+8/×3; or by spell
Face/Reach5 ft. by 5 ft./10 ft.
Special AttacksDomain powers, salient divine abilities, spell-like abilities.
Special QualitiesDivine immunities, DR 42/+4, fire resistance 27, sonic resistance 27, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly
realm, teleport without error at will, plane shift at will, bardic knowledge +17, bardic music 10/day (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion), fast movement, a thousand faces, nature sense, rage 3/day, resist nature’s lure, timeless body, trackless step, uncanny dodge (cannot be flanked, +1 against traps), venom immunity, wild shape (Tiny, Small, Medium-size, Large, Huge, or dire animal 6/day, elemental 3/day), woodland stride, SR 39, divine aura (700 ft., DC 28).
SavesFort +48, Ref +57, Will +46.
AbilitiesStrength 33, Dexterity 46, Constitution 29, Intelligence 25, Wisdom 25, Charisma 32.
SkillsAnimal Empathy +58, Balance +57, Bluff +48, Climb +28, Diplomacy +50, Handle Animal +48, Heal +36, Hide +51, Intimidate +30, Intuit Direction +54, Jump +60, Knowledge (geography) +34, Knowledge (nature) +54, Knowledge (religion) +34, Listen +56, move silently +55, Perform +55, Profession (herbalist) +54, Ride (horse) +27, Scry +44, Spellcraft +34, Spot +41, Swim +48, Tumble +62, Wilderness Lore +64.
FeatsAlertness, Cleave, Divine Might, 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, Superior Expertise.
Divine
Immunities
Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient
Divine Abilities
Alter Reality, Alter Size, Control Creatures (satyrs, fauns), Divine Celerity, Divine Druid, Increased Energy Resistance (sonic), Power of Nature, Speak with Creatures (animals), Speak with Creatures (plants).
Domain
Powers
7/day use animal friendship; cast chaos spells at +1 caster level; 7/day rebuke or command plant creatures.
Spell-Like
Abilities
Pan uses these abilities as a 17th-level caster, except for chaos spells, which he uses as an 18th-level caster. The save DCs are 28 + spell level. animal shapes, antilife shell, barkskin, calm animals, changestaff, chaos hammer, command plants, commune with nature, control plants, creeping doom, dispel law, dominate animal, entangle, good hope, heroes’ feast, hideous laughter, hold animal, irresistible dance, plant growth, protection from law, repel vermin, repel wood, shambler, shapechange,, summon monster IX (as chaos spell only), wall of thorns, word of chaos.

Rage: The following changes are in effect as long as Pan rages: AC 63; hp 1,160; Atk +59 melee (1d8+18, gore); SV Fort +50, Will +48; Strength 37, Constitution 33; Climb +30, Jump +62, Swim +50. His rage lasts for 14 rounds, and he is winded for the duration of the encounter afterward.

Bard Spells Known (3/6/6/5/2; base DC = 21 + spell level):

Druid Spells/Day: 6/7/7/7/6/6/5/5/4/4; base DC = 17 + spell level.

Possessions: Pan’s pipes allow him to inspire goodwill among all mortal creatures within 20 feet of him when he plays. Enchanted creatures think of Pan as a dear friend and comrade unless they make a successful Will save against a DC equal to Pan’s Perform check result. The effect lasts one day. The pipes only function in the hands of a creature with divine rank 0 or higher.

Caster Level: 20th; Weight: 3 lb.

Other Divine Powers

As a lesser deity, Pan may take 10 on any check. Pan treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Pan can see, hear, touch, and smell at a distance of seven miles. As a standard action, he can perceive anything within seven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 7 hours.

Portfolio Sense: Pan is instantly aware of any event that affects five hundred or more sylvan creatures, shepherds, sheep, or goats.

Automatic Actions: Pan can use Animal Empathy, Handle Animal, Intuit Direction, Knowledge (nature), Profession (herbalist), or Wilderness Lore as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round.

Create Magic Items: Pan can create minor magic items involving nature or elements, such as boots of the winterlands or a wand of fireball, as long as the item’s market price does not exceed 30,000 gp.

Avatars

Pan’s avatars are often found frolicking with nymphs and satyrs in secluded woodlands. They appear as large satyrs, much like the deity himself.

Avatar of Pan
Druid 20/Bard 10/Barbarian 10
Large outsider
Divine Rank3
Hit Dice20d8+180 (outsider) plus 20d8+180 (Drd) plus 10d6+90 (Brd) plus 10d12+90 (Bbn) (1,040 hp)
Initiative+18
Speed90 ft.
AC57 (touch 41, flat- footed 57)
AttacksAtk +53 melee (1d8+16, gore) or +68/+63/+58/+53 ranged (2d6+8/×3, Huge +5 shortbow with +3 arrows) or spell +53 melee touch or +60 ranged touch
DamageGore 1d8+16; Huge +5 shortbow with +3 arrows 2d6+8/×3; or by spell
Face/Reach5 ft. by 5 ft./10 ft.
Special AttacksDomain powers, salient divine abilities, spell-like abilities.
Special QualitiesDivine immunities, DR 38/+4, fire resistance 23, sonic resistance 23, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, teleport without error at will, plane shift at will, bardic knowledge +17, bardic music 10/day (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion), fast movement, a thousand faces, nature sense, rage 3/day, resist nature’s lure, timeless body, trackless step, uncanny dodge (cannot be flanked, +1 against traps), venom immunity, wild shape (Tiny, Small, Medium-size, Large, Huge, or dire animal 6/day, elemental 3/day), woodland stride, SR 35, divine aura(30 ft., DC 24)
SavesFort +38, Ref +53, Will +42
AbilitiesStrength 33, Dexterity 46, Constitution 29, Intelligence 25, Wisdom 25, Charisma 32.
SkillsAnimal Empathy +54, Balance +53, Bluff +44, Climb +24, Diplomacy +46, Handle Animal +44, Heal +32, Hide +47, Intimidate +26, Intuit Direction +50, Jump +56, Knowledge (geography) +30, Knowledge (nature) +50, Knowledge (religion) +30, Listen +52, move silently +51, Perform +51, Profession (herbalist) +50, Ride (horse) +23, Scry +40, Spellcraft +30, Spot +37, Swim +44, Tumble +58, Wilderness Lore +60.
FeatsAlertness, Cleave, Divine Might, 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, Superior Expertise.
Divine ImmunitiesAbility damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine AbilitiesAlter Size, Divine Celerity, Divine Archery, Increased Energy Resistance (sonic).
Domain Powers7/day use animal friendship; cast chaos spells at +1 caster level; 7/day rebuke or command plant creatures.
Spell-Like AbilitiesPan uses these abilities as a Caster level 13th, except for chaos spells, which he uses as an 14th-level caster.saving throw DC 24 +spell level. animal shapes, antilife shell, barkskin, calm animals, changestaff, chaos hammer, command plants, commune with nature, control plants, creeping doom, dispel law, dominate animal, entangle, good hope, heroes’ feast, hideous laughter, hold animal, irresistible dance, plant growth, protection from law, repel vermin, repel wood, shambler, shapechange,, summon monster IX (as chaos spell only), wall of thorns, word of chaos.

Rage: The following changes are in effect as long as Pan’s avatar rages: AC 55; hp 1,160; Atk +55 melee (1d8+18, gore); SQ Fire resistance 33, sonic resistance 33, SR 45; SV Fort +50, Will +48; Strength 37, Constitution 33; Climb +26, Jump +58, Swim +46. His rage lasts for 14 rounds, and he is winded for the duration of the encounter afterward.

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