Faun (CR 1/2)

Medium Fey
Alignment: Usually chaotic neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: Listen +3 and Spot +3
Languages: Sylvan and Common


AC: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Hit Dice: 1d6 (4 hp); DR: 5/iron
Fort +0, Ref +3, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Shortspear +0 melee; or shortbow +1 ranged
Full Attack: Shortspear +0 melee; or shortbow +1 ranged
Damage: Shortspear 1d6; shortbow 1d6
Special Attacks/Actions: -
Abilities: Str 11, Dex 12, Con 10, Int 11, Wis 9,, Cha -
Special Qualities: Faun traits
Feats: Improved Initiative
Skills: Bluff +2, Diplomacy +2, Hide +7, Knowledge (nature) +3, Listen +3, Move Silently +7, Perform +3*, Spot +3, and Survival +5
Advancement: By character class
Climate/Terrain: Any forest
Organization: Solitary, troupe (2-12), or band (15-60)
Treasure/Possessions: Standard

Source: Deities and Demigods

Faun Traits (Ex): Fauns benefit from a number of racial traits.

Skills: Fauns receive a +2 racial bonus on Hide, Move Silently, and Survival checks, and a +4 racial bonus on Perform checks made while playing flutes or pipes.

Fauns dislike combat and avoid it when possible. They have no misguided notions of courage or honor that would interfere with fleeing from a dangerous foe. They are not cowardly; they simply do not fight if it is not necessary.