CREATURE 18
Mysterious alien agents of chaos
Perception +30; motion sense 100 feet, no vision
Languages Abyssal, Aklo, Protean (Can't Speak Any Language); telepathy 100 feet
Skills Acrobatics +35, Athletics +37, Intimidation +38, Occultism +34
Str +9 Dex +6 Con +7 Int +4 Wis +6 Cha +8
AC 41; Fort +27, Ref +30, Will +33
HP 300; Immunities auditory, cold, mental, poison, visual; Weaknesses lawful 20; Resistances fire 20, physical 20
Entropic Feedback Trigger A creature attempts to target the hundun with a mental effect; Effect The triggering creature is subject to the utter chaos of the hundun's mind and must attempt a Will save. Critical Success The creature is unaffected.Success The creature takes 10d6 mental damage.Failure The creature takes 10d6 mental damage, is drained 1, and is stupefied 1 for 1 minute.Critical Failure As failure, but the creature is drained 2 and stupefied 2.
Speed 50 feet; air walk
Melee fist +33 (agile, finesse, magical, reach 10 feet), Damage 4d8+12 bludgeoning plus 1d6 negative
Occult Innate Spells DC 40, attack +35; 9th disintegrate, dispel magic, harm; 8th divine wrath (chaotic), harm (×2); 7th plane shift (at will); 4th dimension door (at will); 1st detect alignment (at will, lawful only); Constant (4th) air walk
Activate Attractor (enchantment, mental, occult) The hundun releases its staff-like attractor, which hovers in place. The hundun can use an action, which has the concentrate trait, to move the attractor up to 60 feet, to a maximum of 300 feet from the hundun. It can also use an action, which has the concentrate trait, to recall the attractor, which flies to the hundun and immediately deactivates. Creatures within 40 feet of the attractor must attempt a DC 40 Will save if they're within the area when the attractor is activated or as soon as they enter the area while it's active. Once a creature has attempted the save, it uses the same result for the rest of that activation of the attractor. Any restrictions on a creature's movement apply only if it voluntarily moves away from the attractor. For example, if the attractor moves closer to a creature, the creature doesn't then need to move away. Chaotic creatures are immune to the effects of the attractor. The attractor can't be harmed by physical attacks but is destroyed by disintegrate, disjunction, a rod of cancellation (Advancer Player's Guide 262), a sphere of annihilation (Gamemastery Guide 113), and other similarly powerful effects. The attractor has an AC of 40 and a counteract DC of 37. A hundun can rebuild a destroyed attractor after 1d8 hours of uninterrupted meditation. If the hundun is slain, its attractor disappears. Critical Success The creature's movement isn't restricted.Success The creature treats each square in the area as difficult terrain when moving away from the attractor.Failure The creature can't move away from the attractor within the area.
Flurry of Blows (flourish) The hundun makes two Strikes with its fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
AoE6, page 17.
Open Hundun Chaos Mage in the interactive creatures list or browse all creatures starting with H.