Hundun Level 16
Chaos spirit

48 Hit Points

Energy10Movement10Prescience10

Initiative: d20 Speed: 30


  • Guard 25
  • Toughness 23
  • Resolve 25

You are able to inflict both banes with a single attack. The combined power level of each bane must not exceed the attribute score. If the banes target different defenses, you choose which defense your attack targets. On a successful attack roll, the target is inflicted with both banes. They each persist independently of one another and must be resisted separately.

Whenever a damaging attack exceeds the target's defense by 1 or more, you may automatically inflict that bane. When making a bane attack to inflict the chosen bane, you gain advantage 3 on the bane attack roll.

You gain advantage 9 on lethal strikes. Up to 25 damage (not to exceed the total damage dealt) is considered lethal damage. Your attacks are considered lethal strikes whenever you fulfill one of the following conditions: Your target is caught off guard or otherwise unaware of the attack, such as when you are hidden from them, disguised as a friend, or have successfully deceived them; Your target is within melee attack range of an ally.


  • Energy (+4d8) vs Guard — max 75' range
  • Movement (+4d8) vs Guard — max 75' range

 

  • Blinded (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Guard
  • Deafened (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Toughness
  • Demoralized (Resist (minor) ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Resolve at PL 8
  • Disarmed (Instantaneous)
    • Energy (+4d8) vs. Guard at PL 6
    • Movement (+4d8) vs. Guard at PL 6
  • Forced Move (Instantaneous)
    • Energy (+4d8) vs. Guard at PL 8
    • Movement (+4d8) vs. Guard at PL 8
  • Immobile (Resist ends (special) (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Toughness
    • Movement (+4d8) vs. Guard
  • Knockdown (Instantaneous)
    • Energy (+4d8) vs. Guard
    • Movement (+4d8) vs. Guard
  • Mind Dredge (Resist ends (Fail x 3 = 1 minute))
    • Prescience (+4d8) vs. Resolve at PL 9
  • Persistent Damage (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Guard at PL 9
  • Provoked (Resist (minor) ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Resolve at PL 9
  • Spying (10 minutes (special))
    • Prescience (+4d8) vs. Resolve (special) at PL 9
  • Slowed (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Guard
    • Movement (+4d8) vs. Guard
  • Stunned (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Toughness

  • Absorb Object
    • Movement (+4d8)
  • Aura
    • Energy (+4d8) up to PL 8
    • Movement (+4d8) up to PL 8
    • Prescience (+4d8) up to PL 8
  • Barrier
    • Energy (+4d8) up to PL 9
  • Blindsight
    • Prescience (+4d8)
  • Bolster
    • Prescience (+4d8) up to PL 8
  • Detection
    • Prescience (+4d8)
  • Flight
    • Movement (+4d8) up to PL 8
  • Haste
    • Movement (+4d8) up to PL 8
  • Light
    • Energy (+4d8) up to PL 9
  • Precognition
    • Prescience (+4d8) up to PL 7
  • Reading
    • Prescience (+4d8) up to PL 9
  • Resistance
    • Energy (+4d8) up to PL 9
    • Movement (+4d8) up to PL 9
  • Seeing
    • Prescience (+4d8) up to PL 6
  • Summon Creature
    • Energy (+4d8) up to PL 9
  • Telekinesis
    • Movement (+4d8) up to PL 9
  • Telepathy
    • Prescience (+4d8) up to PL 7
  • Teleport
    • Movement (+4d8) up to PL 9
  • Tongues
    • Prescience (+4d8) up to PL 6
  • Truesight
    • Prescience (+4d8) up to PL 9

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Legendary creature names and descriptions sourced from Wikipedia.