Pan: God of the Wild

Large celestial (divinity), chaotic neutral

Armor Class 18 (natural armor)
Hit Points 313 (33d10 + 132)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 19 (+4) 14 (+2) 24 (+7) 25 (+7)

Saving Throws Dex +11, Con +11, Wis +14, Cha +14
Skills Animal Handling +14, Intimidation +15, Nature +9, Perception +15, Survival +15
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses passive Perception 17
Languages Celestial, Common, Sylvan
Challenge 23 (50,000 XP)

Special Traits

  • Legendary Resistance (3/day). If Pan fails a saving throw, he can choose to succeed instead.
  • Divine Weapons. Pan’s weapon attacks are magical.
  • Spellcasting. Pan is a level 20 spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Pan has the following spells prepared:

Actions

  • Multiattack. Pan uses his Panic Scream and makes two hoof attacks.
  • Panic Scream. Each creature of Pan’s choice that is within 120 feet and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect otherwise ends for it, the creature is immune to Pan’s Panic Scream for the next 24 hours.
  • Hoof. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage

Legendary Actions

Pan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Pan regains spent legendary actions at the start of his turn.

  • Teleport. Pan magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space he can see.
  • Pan’s flock of Pan. Pan duplicates himself. The duplicate appears within 5 ft. of Pan or in the closest unoccupied space. It rolls its own initiative and fights alongside the original. The duplicates have 25 hit points and can cast only cantrips from Pan’s prepared spell list. Duplicates have no legendary actions or resistances.
  • Minor Casting. Pan casts a cantrip or 1st level spell.
  • Major Casting (Costs 2 Actions). Pan casts a spell of 4th level or lower.

About

Pan is the god of the wild, shepherds and flocks, nature, rustic music and impromptus, and he is the companion of the nymphs. He has the hindquarters, legs, and horns of a goat; in the same manner as a faun or satyr. His unseen presence arouses panic in those who traverse his realm.

Section 15: Copyright Notice

Dungeons & Divinities: Greek Pantheon Codex Copyright 2020 Nicolas (Zehus) Levastre Author: Nicolas (Zehus) Levastre.