Monster Dossier
Hundun Chaos Mage
Mysterious alien agents of chaos
Traits
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Rules & statistics
Monster Profile
Perception
30
Senses
- Name
- motion sense
- Range
- 100
- Name
- no vision
Languages
- Languages
- abyssal
- aklo
- protean (can't speak any language)
- Abilities
- telepathy 100 feet
Skills
- Acrobatics
- 35
- Athletics
- 37
- Intimidation
- 38
- Occultism
- 34
Ability Mods
- Str
- 9
- Dex
- 6
- Con
- 7
- Int
- 4
- Wis
- 6
- Cha
- 8
Defenses
- Ac
- 41
- Saving Throws
- Fort
- 27
- Ref
- 30
- Will
- 33
- Hp
- Hp
- 300
- Immunities
- auditory
- cold
- mental
- poison
- visual
- Weaknesses
- Amount
- 20
- Name
- lawful
- Resistances
- Amount
- 20
- Name
- fire
- Amount
- 20
- Name
- physical
Speed
- Abilities
- air walk
- Walk
- 50
Attacks
- Range
- Melee
- Name
- fist
- Attack
- 33
- Traits
- agile
- finesse
- magical
- reach
- Damage
- 4d8+12 bludgeoning plus 1d6 negative
- Types
- bludgeoning
- negative
Spellcasting
- Type
- Innate
- Tradition
- occult
- DC
- 40
- Attack
- 35
- Entry
- 1
- Spells
- Name
- detect alignment
- Amount
- at will
- Notes
- lawful only
- 4
- Spells
- Name
- dimension door
- Amount
- at will
- 7
- Spells
- Name
- plane shift
- Amount
- at will
- 8
- Spells
- Name
- divine wrath
- Notes
- chaotic
- Name
- harm
- Amount
- 2
- 9
- Spells
- Name
- disintegrate
- Name
- dispel magic
- Name
- harm
- Constant
- 4
- Spells
- Name
- air walk
Abilities
- Mid
- Activity
- Number
- 1
- Unit
- reaction
- Trigger
- A creature attempts to target the hundun with a mental effect
- Entries
- The triggering creature is subject to the utter chaos of the hundun's mind and must attempt a Will save.
- Type
- successDegree
- Entries
- Critical Success
- The creature is unaffected.
- Success
- The creature takes 10d6 mental damage.
- Failure
- The creature takes 10d6 mental damage, is drained|CRB|drained 1, and is stupefied|CRB|stupefied 1 for 1 minute.
- Critical Failure
- As failure, but the creature is drained|CRB|drained 2 and stupefied|CRB|stupefied 2.
- Name
- Entropic Feedback
- Bot
- Activity
- Number
- 1
- Unit
- action
- Traits
- enchantment
- mental
- occult
- Entries
- 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 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.
- Type
- successDegree
- Entries
- Critical Success
- The creature's movement isn't restricted.
- Success
- The creature treats each square in the area as difficult terrain||3|terrain when moving away from the attractor.
- Failure
- The creature can't move away from the attractor within the area.
- Name
- Activate Attractor
- Activity
- Number
- 1
- Unit
- action
- Traits
- flourish
- Entries
- The hundun makes two Strike||Strikes with its fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
- Name
- Flurry of Blows
Background
Lore
No lore provided.