b'Hundun \n'b'  Large   aberration  (unique),  chaotic evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  420 (29d10+261)  Speed  60 ft.\n'b' STATS STR: 28 (+9) DEX:  24 (+7)  CON:  28 (+9)  INT:  18 (-2)  WIS:  25 (+7)  CHA:  29 (+9)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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\xe2\x80\x99t speak any languages); telepathy 300 ft.  Challenge  26 (90,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  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\xe2\x80\x99s normal speed. \n'b'  Innate Spellcasting . The hundun\xe2\x80\x99s spell casting ability is  Charisma  (spell save DC 25). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  Constant :  true seeing  \n'b'  At will :  blink ,  misty step  \n'b'  3/day each :  finger of death ,  teleport  \n'b'  1/day each :  dimension door ,  disintegrate  \n'b'\n'b'  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. \n'b'  Legendary Resistance (3/Day) . If the  hundun  fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The  hundun  makes six unarmed strike attacks. \n'b'  Unarmed Strike .  Melee Weapon Attack : +17 to hit, 10 ft. reach, one target.  Hit : 28 (3d12 + 9) bludgeoning damage plus 10 (3d6) necrotic damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The hundun regains spent legendary actions at the start of her turn. \n'b'\n'b'  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. \n'b'  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. \n'b'  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. \n'b'\n'b' ABOUT \n'b' 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.'