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Faun

Frisky nature spirits with goat-like lower bodies who live in remote forests and meadows

fey nature-spirit neutral

OSRIC

OSRIC

Armor Class5
Hit Dice5
Number Encountered2d4
Attacks1
Damage2d4
Move180-ft
AlignmentNeutral
IntelligenceVery
XP5/110+4/hp
Treasure Type3d6×100 pp (30%), 2d10 gems (55%), 1d12 jewellery (50%), 1d12 potions (40%), 2 misc. magic items (60%)
SizeMan-sized
FrequencyUncommon
Lair40%

Fauns live in remote forests or meadows far away from civilisation. They are a frisky race occupying most of their time with playing, flirting, and drinking. Fauns value their privacy and will try to drive away any intruders from their domain. They have been known to ignore intruders from time to time if given enough premium food and or wine.

The lower body of a faun is covered with coarse fur that ranges from medium brown to dark brown. The upper half appears to be a deeply tanned human. A faun’s horns and hooves are coloured a deep black.

Fauns can speak their own language as well as elven and common. It is also likely that fauns can understand the language of centaurs if any live nearby.

Special Abilities

Magic Pipes: A faun’s primary defence is its magic pipes that only it can play. With it the faun can cast charm, sleep, or fear. All spells have a 60-ft radius and those within range must save vs magic or suffer the effects.
Horns: Fauns will not attack physically unless they themselves are threatened. Their primary weapon is their horns.
Magic Weapon: Sometimes (20%) they will be carrying a magic weapon.
Tuned to Surroundings: Being nature spirits, fauns are very tuned into their surroundings and are surprised only on a roll of 1.
Camouflage: Fauns are experts with camouflage and can become 90% invisible when hiding in foliage.