b'Pan: God of the Wild \n'b'  Large   celestial  (divinity),  chaotic neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  313 (33d10 + 132)  Speed  40 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX:  18 (+4)  CON:  19 (+4)  INT:  14 (+2)  WIS:  24 (+7)  CHA:  25 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dex  +11,  Con  +11,  Wis  +14,  Cha  +14  Skills   Animal Handling  +14,  Intimidation  +15,  Nature  +9,  Perception  +15,  Survival  +15  Damage Resistances  necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses  passive  Perception  17  Languages  Celestial, Common, Sylvan  Challenge  23 (50,000 XP) \n'b' Special Traits \n'b'   Legendary Resistance (3/day) . If Pan fails a saving throw, he can choose to succeed instead. \n'b'  Divine Weapons . Pan\xe2\x80\x99s weapon attacks are magical. \n'b'  Spellcasting . Pan is a level 20 spellcaster. His spellcasting ability is  Charisma  (spell save DC 22, +14 to hit with spell attacks). Pan has the following spells prepared:\n'b'\n'b'   Cantrips (at will) : druidcraft, mold earth, poison spray, thorn whip \n'b'  1st level (4 slots) : absorb elements,  entangle , faery fire \n'b'  2nd level (3 slots) :  animal messenger , earthbind,  hold person  \n'b'  3rd level (3 slots) :  counterspell ,  dispel magic ,  plant growth  \n'b'  4th level (3 slots) :  blight , grasping vine \n'b'  5th level (3 slots) :  contagion ,  insect plague ,  tree stride  \n'b'  6th level (2 slots) : transport via plant,  wall of thorns  \n'b'  7th level (2 slots) :  mirage arcane ,  plane shift  \n'b'  8th level (1 slot) :  maze  \n'b'  9th level (1 slot) :  weird  \n'b'\n'b'  Actions \n'b'   Multiattack . Pan uses his Panic Scream and makes two hoof attacks. \n'b'  Panic Scream . Each creature of Pan\xe2\x80\x99s choice that is within 120 feet and aware of him must succeed on a DC 22  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect otherwise ends for it, the creature is immune to Pan\xe2\x80\x99s Panic Scream for the next 24 hours. \n'b'  Hoof .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 24 (4d8 + 6) bludgeoning damage \n'b'  Legendary Actions \n'b' Pan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Pan regains spent legendary actions at the start of his turn. \n'b'   Teleport . Pan magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b'  Pan\xe2\x80\x99s flock of Pan . Pan duplicates himself. The duplicate appears within 5 ft. of Pan or in the closest unoccupied space. It rolls its own  initiative  and fights alongside the original. The duplicates have 25  hit points  and can cast only cantrips from Pan\xe2\x80\x99s prepared spell list. Duplicates have no legendary actions or resistances. \n'b'  Minor Casting . Pan casts a cantrip or 1st level spell. \n'b'  Major Casting (Costs 2 Actions) . Pan casts a spell of 4th level or lower. \n'b'  About \n'b' Pan is the god of the wild, shepherds and flocks, nature, rustic music and impromptus, and he is the companion of the nymphs. He has the hindquarters, legs, and horns of a goat; in the same manner as a faun or satyr. His unseen presence arouses panic in those who traverse his realm.'