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Pan's Labyrinth

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  • James Chrisman
    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
    Message 1 of 1 , Jun 30, 2007
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      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


      Pale Man
      Large Outsider
      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
      Climate/Terrain: Underground
      Organization: Solitary
      Challenge Rating: 4
      Treasure: Standard
      Alignment: Chaotic Evil
      Advancement: None

      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
      small things.


      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)
      Medium Fey
      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
      (Bluff), Stealthy
      ________________________________________ _________________________
      Climate/Terrain: Unknown (according to Greek mythology, labyrinths)
      Organization: Solitary
      Challenge Rating: 6
      Treasure: Double Standard
      Alignment: Chaotic Neutral
      Advancement: None

      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
      aid him.

      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
      (DMG3.5 296).

      Skills: Pan receives a + 5 racial bonus to bluffing. He has had much
      practice through his thousands of years of life.
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