Hundun
_A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature’s obvious delight
- Armor class
- 18
- Hit points
- 153
- Challenge
- 10
- Creature type
- Celestial
- Size
- Large
- Alignment
- chaotic good
_A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature’s obvious delight._
Creative Chaos. Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation—from works of art to new nations and faiths, and even the formation of planets and planes.
Nonsense Speech. Although not mindless, hunduns rarely seem to act out of conscious thought, yet their actions seem wise and usually benevolent. They communicate only in nonsense words, but have no trouble communicating among themselves or acting in coordination with other hunduns.
Flesh of Creation. Hundun blood is a powerful catalyst, and their spittle a potent drug. Each hundun’s heart is an Egg of Worlds—an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances.
Stat block
- Cha
- 18
- Con
- 16
- Dex
- 14
- Int
- 4
- Str
- 20
- Wis
- 20
- Speed
- Fly: 40; Walk: 40
- Senses
- blindsight 60 ft., passive Perception 20
- Skills
- Insight: 9; Athletics: 9; Perception: 9
- Actions
- Multiattack. The hundun makes four slam attacks.
- Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
- Languages
- understands Celestial and Primordial, but cannot speak intelligibly
- Saving throws
- Wisdom: 9; Charisma: 8; Constitution: 7
- Damage immunities
- acid, psychic
- Special abilities
- Brainless. Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round.
- Dance of Creation. Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something.
- Enlightening Befuddlement. when a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one: 1d100 Result
- 01-10 Inspired:. Advantage on attack rolls, ability checks, and saving throws
- 11-20 Distracted:. Disadvantage on attack rolls, ability checks, and saving throws
- 21-50 Incoherent:. The target does nothing but babble or scribble incoherent notes on a new idea
- 51-75 Obsessed:. Target is recipient of geas to create a quality magical object
- 76-100 Suggestible:. Target receives a suggestion from the hundun
- Innate Spellcasting. the hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components: constant: confusion (always centered on the hundun), detect thoughts at will: create or destroy water, dancing lights, mending, prestidigitation 3/day each: compulsion, dimension door, black tentacles, irresistible dance 1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape
- Magic Weapons. The hundun's weapon attacks are magical.
- Damage resistances
- lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition immunities
- blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious
Source and licence
From Tome of Beasts.
Licence: Open Game Content (OGL 1.0a).