Faun (5e Creature)

From D&D Wiki

Jump to: navigation, search


Small monstrosity, chaotic neutral

Armor Class 12
Hit Points 24 (7d6)
Speed 35 ft.

10 (+0) 14 (+2) 11 (+0) 14 (+2) 15 (+2) 16 (+3)

Skills Perception +4, Performance +5
Senses darkvision 60 ft., passive Perception 14
Languages Elvish, Sylvan
Challenge 1 (200 XP)

Speak with Beasts and Plants. The faun can communicate with beasts and plants as if they shared a language.


Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Musical Charm (Recharge 6). The faun targets one humanoid, beast, or plant that can hear within 30 feet of them. If the target can see the faun, it must succeed on a DC 14 Charisma saving throw or be magically charmed. The charmed creature regards the faun as a trusted friend to be heeded and protected. Although the target isn't under the faun's control, it takes the dryad's requests or actions in the most favorable way it can. If the faun or their allies do anything harmful to the target, 1 hour passes, the faun dies, the faun is on a different plane of existence from the target, or the faun ends the effect as a bonus action, this effect ends.

Two fauns enchanting a variety of odd creatures in Berserk chapter 306, [Source]

Denizens of many mystical forests, fauns can be considered a lesser form of Centaur, taking the form of child-like humanoids with a single pair of goat legs. They are lovers of music, the mastery of which allows them to control many forms of life with a simple tune. While largely non-aggressive, they regularly partake in their second great joy in life, trickery.

Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!