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Hundun Chaos Mage

Creature 18 (rare) — aberration

Pre-Remaster content. May include legacy alignment.

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +30
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
Resistances fire 20, physical 20
Speed 50 feet, Air Walk 25 feet

Offense

Melee Fist +33, Damage 4d8+12 bludgeoning plus 1d6 void

Abilities

Telepathy 100 feet (aura, magical) — Telepathy
Motion Sense 100 feet — A hundun chaos mage can sense nearby motion through vibration and air movement.
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic
Entropic Feedback — **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 (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 (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.

Spells

Disintegrate (rank 9)
Dispel Magic (rank 9)
Plane Shift (At Will) (rank 7)
Air Walk (Constant) (rank 4)
Dimension Door (At Will) (rank 4)
Divine Wrath (rank 4)
Detect Alignment (At Will) (Lawful Only) (rank 1)
Harm (rank 1)

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