Hundun 2014
CR 10 celestial
Large celestial, chaotic good
Advantage on attack rolls, ability checks, and saving throws
Disadvantage on attack rolls, ability checks, and saving throws
The target does nothing but babble or scribble incoherent notes on a new idea
Target is recipient of geas to create a quality magical object
Target receives a suggestion from the hundun
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.
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.
when a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one:
1d100 Result
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
The hundun's weapon attacks are magical.
Actions
The hundun makes four slam attacks.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban
Other versions
Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details