The wrinkled, blotchy skin of this giant hangs from its body like hooded robes, masking its face.
XP 409,600 DEFENSE AC 37, touch 23, flat-footed 31 (+8 deflection, +6 Dex, +14 natural, ?1 size) OFFENSE Speed 60 ft.; air walk
Constant—air walk, detect law STATISTICS Str 34, Dex 22, Con 29, Int 18, Wis 23, Cha 27 SPECIAL ABILITIES Entropic Mind (Ex)A hundun's mind is a maelstrom of utter chaos. A hundun is immune to mind-affecting effects, and any creature that attempts to affect a hundun with a mind-affecting effect gains 1d4 temporary negative levels (Will DC 31 negates) from entropic feedback. These negative levels disappear automatically after 8 hours. The save DC is Charisma-based. Faceless (Ex)A hundun has no eyes, but detects infinitesimal gravitic distortions through its skin, gaining blindsense 300 feet. A hundun is blind and deaf, and is immune to effects that depend on sight or hearing. It subsists on negative energy and doesn't breathe, eat, or drink. Spacetime Shifting (Ex)Reality constantly reconfigures in the vicinity of a hundun, correcting the paradoxes the creature's existence in space and time generates. This causes all attacks against the hundun to suffer a 20% miss chance, and grants the hundun a deflection bonus to AC and a racial bonus on Reflex saves equal to its Charisma modifier. Strange Attractor (Sp)A hundun can activate or deactivate the stafflike strange attractor it carries as a free action. While active, a strange attractor hovers in place, and the hundun can mentally move it up to 60 feet through space as a move action, to a maximum range of 300 feet. If it enters a space with a creature, it stops moving for the round and that creature must attempt a DC 31 Will saving throw. The creature falls unconscious for 1 round if it fails this save, or is nauseated for 1 round if it succeeds. The space around an active strange attractor twists and warps, trapping creatures within its gravity well. This functions like repulsion but in reverse: creatures within 60 feet attempting to move away from it are prevented from doing so, wasting their move actions (Reflex DC 31 negates). Lawful creatures beginning their turn within 60 feet of an active strange attractor are nauseated for 1 round (Will DC 31 negates). Nausea caused by a strange attractor is a mind-affecting effect. Creatures with the chaotic subtype are immune to all effects of the strange attractor. The save DCs are Charisma-based. A strange attractor can't be attacked or harmed by physical attacks, but disintegrate, mage's disjunction, a sphere of annihilation, or a rod of cancellation affect it. A strange attractor's touch AC is 18 (+8 deflection), and attacks against it suffer a 20% miss chance. If a hundun's strange attractor is destroyed, the hundun can create a new one after 1d8 hours of uninterrupted meditation. If a hundun is slain, its strange attractor disappears. Unarmed Strikes (Ex)A hundun's unarmed strikes deal 4d8 points of damage, and function as chaotic, magic, and adamantine weapons for the purpose of overcoming damage reduction. A hundun can make a flurry of blows attack with its unarmed strikes as a 20th-level monk, without increasing its base attack bonus or taking the –2 penalty on attack rolls. This ability also grants the hundun the befuddling strike rogue talent and the punishing kick hungry ghost monk class feature. |