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Hundun Chaos MageCreature 18


RareCELargeAberration
Source Pathfinder #162: Ruins of the Radiant Siege
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; Reflex +30; Will +33; +1 status to all saves vs. magic
HP 300
Speed 50 feet (Air Walk 25 feet)
Immunities auditory, cold, mental, poison, visual
Weaknesses Lawful 20
Resistances Fire 20, Physical 20

Fist One Action +33 (+29, +25) to hit (agile, finesse, magical, reach 10) 4d8+12 Bludgeoning + 1d6 Negative

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Motion Sense 100 feet

A hundun chaos mage can sense nearby motion through vibration and air movement.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicEntropic Feedback Reaction

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 DC 40 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.

Activate Attractor One Action (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, a Sphere of Annihilation, 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 One Action (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.


Occult Innate Spells (DC 40, +35 to hit)

1st Level: Detect Alignment (At Will) (Lawful Only)
4th Level: Air Walk (Constant), Dimension Door (At Will)
7th Level: Plane Shift (At Will)
8th Level: Divine Wrath (Chaotic Only)
9th Level: Disintegrate, Dispel Magic, Harm



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.