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Faun

Challenge
Terrain
str
10
dex
12
con
14
int
10
wis
8
cha
14

AC 12 (natural armor)
HP 6 (1d8+2; bloodied 3)
Speed 30 ft.


Proficiency +2; Maneuver DC 11

Skills Perception +1, Performance +4 (+1d4)

Senses passive Perception 11

Languages Common, Sylvan


Magic Resistance. The faun has advantage on saving throws against spells and other magical effects.


ACTIONS 

Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Panpipes. The faun plays its pipes and chooses one of the following magical effects: a clever scherzo or frightening strain. One creature of the faun’s choice within 30 feet makes a DC 12 Wisdom saving throw or becomes affected as described below. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s saving throw is successful or the effect ends on it, the creature is immune to that faun’s panpipes for the next 24 hours.

Clever Scherzo: The creature has fits of laughter for 1 minute, falling prone and becoming incapacitated for the duration. A creature with an Intelligence of 4 or less is unaffected.

Frightening Strain: The creature is frightened for 1 minute.


BONUS ACTIONS

Complicated Melody. When the faun begins its turn playing its pipes it can choose one creature already under the effect of its panpipes, playing an extra melody that gives the creature disadvantage on its next saving throw to end the effect.

Monster Type Description

Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger. Sprites and pixies are fey.