Hundun Chaos Mage
Creature 18 (rare) — aberration
Pre-Remaster content. May include legacy alignment.
WeaverCrasherLANDAERIALaberration
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +30; motion-sense 100 feet
Languages aklo, chthonian, 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
+1 status to all saves vs. magic
HP 300
Immunities auditory, cold, mental, poison, visual
Resistances fire 20, physical 20
Speed 50 feet, Air Walk 25 feet
Offense
Melee Fist (agile, finesse, magical, reach-10, unarmed) +33, Damage 4d8+12 bludgeoning plus 1d6 void
Abilities
Telepathy 100 feet (aura, 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.
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. 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.
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.
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.
Occult Innate Spells DC 40, attack +35
9th Disintegrate, Dispel Magic
7th Plane Shift (At Will)
4th Air Walk (Constant), Dimension Door (At Will), Divine Wrath
1st Detect Alignment (At Will) (Lawful Only), Harm (×3)
WORKS WELL WITH
CrasherLAND / AERIALCrasher capitalises on targets debuffed by the Weaver's occult control and Entropic Feedback punishment.
AnvilLAND / AERIALAnvil holds the line while Weaver positions the attractor and controls engagement distance.
ShadeLAND / AERIALShade exploits the chaos from Entropic Feedback and area control to harass off-guard targets.
PUNISHES
✖ melee reliance✖ spellcasting✖ standing still
double Weaver competes for control zone positioning and dilutes melee pressure
Works well with · Punishes · Pairing advice
Unlock with Tactics
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