Family: Faun

Medium fey, chaotic good

Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft.

14 (+2) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 15 (+2)

Skills Deception +4, Perception +4, Performance +6, Stealth +4
Senses passive Perception
Languages Common, Sylvan
Challenge 1/4 (50 XP)


  • Magic Resistance. The faun has advantage on saving throws against spells and other magical effects.
  • Panpipes (3/Day). As a bonus action, the faun can use its panpipes to increase the spell save DC of its innate spellcasting by +2.
  • Innate Spellcasting. The faun’s innate spellcasting ability is Charisma (spell save DC 12). The faun can innately cast the following spells, requiring no material components:


  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Shortbow. Melee or Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) piercing damage.


This capricious figure has the upper torso, arms, and head of a man, but goat-like legs, a tail, and curling horns on his head.

Good-spirited. Like satyrs, whom they resemble, fauns are capricious, fun-loving hedonists. Fauns are more good-spirited and benevolent.

Panpipes. Fauns are talented musicians and enchanters.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

This is not the complete section 15 entry - see the full license for this page