- The Pan dude from the movie would be what? A satyr with 5 levels of bard? What would the Pale Man be? Some kind of outsider/aberration/fey?
Over at the wotc forum a guy came up with some ideas
Hit Dice: 4d8 + 12 (30 hp)
Initiative: + 4
Speed: 20 ft.
AC: 9 (-1 Size)
BAB/Grapple: + 4/+ 10
Attacks: 2 Claws + 10 melee, Bite + 5 melee
Damage: Claw 1d6 + 5, or Bite 1d8 + 5
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Frightful Presense, Improved Grab
Special Qualities: Scent, Illusionary Quality, Sensitivity to Sunlight
(blinded by sunlight)
Saves: Fort + 7, Ref + 1, Will - 1
Abilities: Str 21, Dex 10, Con 16, Int 6, Wis 6, Cha 4
Skills: Listen + 7, Search + 5, Spot + 7, Jump + 12
Feats: Alertness and Improved Initiative
Challenge Rating: 4
Alignment: Chaotic Evil
The Pale Man is a cursed, child-eating monster that lures people into
its lair and when greed overtakes them, it awakens and attacks.
The Pale Man has its eye sockets on its hands, so when it awakens, the
first thing it does is place its eyes into its sockets (taking 1
round) and then examining its surroundings, looking for food. It has
long, sharp claws that it can use to slice with, or it can swallow
Frightful Presense (Su): The Pale Man strikes fear into people by just
looking at its deprived body. Affected creatures must make a Will save
(DC 11) to negate the effect.
Improved Grab (Ex): This monster has had to grab creatures many times
in order to eat them.
Illusionary Quality: The Pale Man can create an illusion of a banquet
that creatures must make a Will save (DC 18) to resist. If the
creature fails, the Pale Man will awaken, take one round to get its
eyes in its sockets, and then attack.
Sensitivity to Sunlight: Being underground for such a long time, the
Pale Man becomes blinded by the sun. It will have to use scent in
order to fight.
Pan (or Faun, it doesn't really matter)
Hit Dice: 5d6 (18 hp)
Initiative: + 1
Speed: 40 ft.
AC: 13 (+ 2 Natural, + 1 Dex)
BAB/Grapple: + 4/ + 10
Attacks: Gore + 0 melee, Bite - 5 melee
Damage: Gore 1d6, or Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, Trample
Special Qualities: Low-light vision, invisibility
Saves: Fort + 1, Ref + 2, Will + 8
Abilities: Str 11, Dex 13, Con 11, Int 18, Wis 19, Cha 21
Skills: Bluff + 22, Diplomacy + 11, Hide + 6, Intimidate + 7, Listen +
11, Move Silently + 9, Sense Motive + 10, Spot + 10
Feats: Persuasive, Negotiator, Combat Casting, Alertness, Skill Focus
Climate/Terrain: Unknown (according to Greek mythology, labyrinths)
Challenge Rating: 6
Treasure: Double Standard
Alignment: Chaotic Neutral
Whenever dealing with Pan, you better bring all the charismatic
abilities you have to the encounter. Pan is devious and knows how to
manipulate with his amazing charismatic abilities. He can easily bluff
and it is hard to detect whose side he is actually on.
Pan normally does not like to fight, and would rather flee the fight
by giving himself some time by bluffing, and then becoming invisible
and running away. If cornered, he has some spells in his arsenal to
Spells (Sp): Treat as a level 5 wizard. Pan DOES NOT carry his spell
book on him, he leaves it in the alternate plane of Ophelia's kingdom
and then comes the material plane.
Trample (Ex): With his goat-like legs, Pan can attempt to trample a
small (or smaller) creature for 1d3 points of bludgeoning damage.
Affected creature must make an attack of opportunity (-4 penalty on
the attack roll) or a reflex save (DC 13).
Invisibility: When Pan is feeling threatened, Pan will bluff to try
and buy even a small amount of time (or intimidate), so he can back
into the shadows and turn invisible. Creatures witnessing him see him
slowly fade away and blend into the shadows (see the scene in the
movie when Pan disappears from Ophelia after the second task) (DMG3.5
Low-light vision: Pan can see twice as far as normal in dim light
Skills: Pan receives a + 5 racial bonus to bluffing. He has had much
practice through his thousands of years of life.