Hundun

Large aberration (unique), chaotic evil

Armor Class 19 (natural armor)
Hit Points 420 (29d10+261)
Speed 60 ft.

STR DEX CON INT WIS CHA
28 (+9) 24 (+7) 28 (+9) 18 (-2) 25 (+7) 29 (+9)

Saving Throws Cha +17, Con +17, Str +17
Damage Resistances fire
Damage Immunities cold, force, necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Skills Intimidation +26, Perception +15
Senses darkvision 60 ft., passive Perception 25
Languages Abyssal, Aklo (can’t speak any languages); telepathy 300 ft.
Challenge 26 (90,000 XP)

SPECIAL TRAITS

  • Air Walk. The hundun can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the hundun’s normal speed.
  • Innate Spellcasting. The hundun’s spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
  • Entropic Mind. Whenever a creature attempts to affect the hundun with a divination spell, or a magical effect that would charm or frighten the hundun, the spell instead fails and the creature reduces its Wisdom score by 1d6. The reduction lasts until the target finishes a short or long rest.
  • Legendary Resistance (3/Day). If the hundun fails a saving throw, it can choose to succeed instead.

ACTIONS

  • Multiattack. The hundun makes six unarmed strike attacks.
  • Unarmed Strike. Melee Weapon Attack: +17 to hit, 10 ft. reach, one target. Hit: 28 (3d12 + 9) bludgeoning damage plus 10 (3d6) necrotic damage.

LEGENDARY ACTIONS

The hundun can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hundun regains spent legendary actions at the start of her turn.

  • Entropic Riptide. The hundun casts misty step but its transit partly collapses local reality as it does so. Any creature adjacent to its starting position or its arrival position takes 10 (3d6) force damage.
  • Paradox (Costs 2 Actions). The hundun can force the opponent whose turn just ended to reroll an attack roll, saving throw, or ability check it made during that turn, with disadvantage if they made that roll or check against the hundun.
  • Strike Back. The hundun can make an unarmed strike attack. If it attacks a creature that just attacked on its turn, the hundun has advantage on the attack roll.

ABOUT

In the nightmare dimensions of unreality beyond space and time, the power of alien gods is sufficient to give life to intention. The Hundun is the incarnation of the desire to reduce the multiverse to a space filled with nothing but randomly fluctuating energy fields and gravitic curvatures. Once unique, that first Hundun now exists beyond time and space but propagates avatars of itself to send into the universe on errands of destruction, each appearing as a gigantic humanoid with its face hidden by voluminous, hooded robes made out of their own wrinkled skin. Some claim that even those hunduns who show their faces are wearing misshapen masks of skin and that the creatures themselves are truly faceless, with the interiors of their hoods or behind those masks just ever more folds of skin. Hunduns stand around 10 feet tall yet weigh only about 700 pounds. Sustained entirely by negative energy, hunduns never eat or rest and are immune to aging; they are effectively immortal and die only through violence.

Section 15: Copyright Notice

Asian Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Jason Nelson, Andrew Ha, Aurélien Lainé, Dan Dillon, Ismael Alvarez, James-Levi Cooke, Robert J. Grady, Jeff Ibach, Matt Kimmel, and Thurston Hillman

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