Hundun Chaos Mage

Level 18
Creature· aberrationRareLargeLegacy
AC
41
HP
300
Speed
50 ft.
Perception
+30
Fort
+27
Ref
+30
Will
+33
Immunities auditory, cold, mental, poison, visual
Resistances fire 20, physical 20
Languages aklo, chthonian, protean
Senses motion-sense 100 ft.
Skills intimidation +38, athletics +37, acrobatics +35, occultism +34
Other Speeds Air Walk 25 ft.
Recall Knowledge DC 43 (occultism)

Attacks

Melee Fist +33 (agile, finesse, magical, reach 10 ft., unarmed), Damage 4d8+12 bludgeoning plus 1d6 void

Abilities

Telepathy 100 feetinteraction
Motion Sense 100 feetinteraction

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

Constant Spellsinteraction
+1 Status to All Saves vs. Magic
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 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

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 t

Flurry of Blows

The hundun makes two Strikes with its fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.