Mythic Hundun

Mythic Hundun CR 26/MR 10

XP 2,457,600
CE Large aberration (chaotic, extraplanar, mythic)
Init +21/+1, dual initiative; Senses blindsense 300 ft., detect law; Perception +36


AC 49, touch 25, flat-footed 42 (+9 deflection, +7 Dex, +24 natural, –1 size)
hp 498 (27d8+377)
Fort +20, Ref +25, Will +22
Defensive Abilities entropic mind, evasion, negative energy affinity, resistant to transmutation, spacetime shifting; DR 15/epic and lawful and piercing; Immune aging effects, cold, disease, mind-affecting effects, petrification, poison; Resist fire 30; SR 42


Speed 60 ft., air walk
Melee unarmed strike +33/+33/+28/+28/+23/+23/+18 (4d8+12/19-20 plus 1d6 negative energy)
Space 10 ft.; Reach 10 ft.
Special Attacks befuddling strike (6/day, DC 29), call of the void, order’s bane, punishing kick (6/day, DC 29), mythic drain, mythic power (12/day; surge +1d12), strange attractor, touch of dispersalM
Spell-Like Abilities (CL 21st; concentration +30)


Str 34, Dex 24, Con 33, Int 18, Wis 25, Cha 29
Base Atk +20; CMB +33; CMD 57
Feats Befuddling Strike, Blind-Fight, Combat Reflexes, Dimensional Agility, Dimensional Dervish, Extra Mythic Power, Greater Blind-Fight, Improved Blind-Fight, Improved Initiative, Improved Unarmed Strike, Punishing Kick, Quicken Spell-Like Ability (dimension door), Quicken Spell-Like Ability (mass inflict moderate wounds), Weapon Focus (unarmed strike)
Skills Acrobatics +37, Climb +30, Escape Artist +37, Intimidate +39, Knowledge (planes) +22, Perception +37, Sense Motive +28, Spellcraft +22, Stealth +33, Swim +30
Languages Abyssal, Aklo, Protean (can’t speak any languages); telepathy 300 ft.
SQ faceless, no breath


Call of the Void (Sp)

By expending 1 use of mythic power, a mythic hundun can channel its dimension door ability through its strange attractor, targeting a creature with range and drawing it to a square within the hundun’s reach. An unwilling creature receives a saving throw against this ability (DC 23).

Entropic Mind (Ex)

A mythic hundun’s mind is a maelstrom of utter chaos. A mythic hundun is immune to mind-affecting effects, and any creature that attempts to affect a mythic hundun with a mind-affecting effect gains 1d6 temporary negative levels (Will DC 32 negates) from entropic feedback. These negative levels disappear automatically after 12 hours. The save DC is Charisma-based. If a creature targets a mythic hundun with a thought detection, mind control, or telepathic effect, it maks direct contact with the roiling chaos of the hundun’s mind, taking 1d6 points of Wisdom damage.

Mythic Drain (Su)

Whenever a mythic hundun confirms a critical hit with a natural weapon against a creature that has mythic power, the hundun steals one use of that creature’s mythic power and adds it to its own daily uses of mythic power. If the mythic hundun has a mythic feat or ability that has a daily limit on its use, it can use the stolen mythic power to recharge and activate one daily use of that ability, but this must be done within 1 minute of stealing the mythic power. Otherwise, the additional use of mythic power is subject to the normal restrictions on its use.

Order’s Bane (Su)

A mythic hundun’s unarmed strikes gain the bane ability when striking any creatures strongly aligned to law (including creatures with the lawful subtype, clerics of Lawful deities, and paladins.)

Resistant to Transmutation (Ex)

Transmutation effects, such as polymorph, force the mythic hundun into a new shape, but at the start of its next turn it immediately returns to its normal form as a free action.

Spacetime Shifting (Ex)

Reality constantly reconfigures in the vicinity of a mythic hundun, correcting the paradoxes the creature’s existence in time and space generates. This causes all attacks against the mythic hundun to suffer a 50% miss chance, and grants the hundun a deflection bonus to AC and a racial bonus on Reflex saves equal to its Charisma modifier.

Touch of Dispersal (Su)

As a full round action, a mythic hundun can lay hands upon an unattended object and subject it to the full force of its entropic power. The object takes damage as if the mythic hundun had struck it with a full flurry of blows (28d8+84 plus 7d6 negative energy). This attack bypasses the object’s hardness unless it is magical. The mythic hundun can expend 3 uses of mythic power, maintaining contact with the object for 3 rounds, to multiply the damage dealt by its mythic rank. There is no size limit as to what objects can be affected by this ability.


Environment any (Abyss, Limbo, or Negative Energy Plane)
Organization solitary, pair, or mob (3-5)
Treasure none

The wrinkled, blotchy skin of this giant hangs from its body like hooded robes, masking its face.

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.

Hunduns are primordial spawn of chaos that embody aspects of the gaping, formless void that preceded the creation of the multiverse. They are out of step with reality, which accommodates their individual existences as intractable errors that must be continually accounted for yet that can never fully be corrected. They believe that the freedom and truth of pure entropy are preferable to the artificial illusions of structure, and they seek to spread this brand of enlightenment to others as part of their goal to free all creation from order’s fetters.

Hunduns can be found floating in the Negative Energy Plane or within stable voids in the planes of chaos, meditating on ways to corrupt universal truths and undermine the laws of nature on a cosmic scale—anything they can exploit to trigger the collapse and implosion of entire dimensions or planes of existence. Though they spend the majority of their time in solitary contemplation or action, hunduns sometimes gather to oppose forms of creation or manifestations of law that require greater numbers to counteract. The creatures come together spontaneously, drawn by an innate sensitivity to the structuring forces that operate on reality.

Section 15: Copyright Notice

Asian Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Andrew Ha, Gord Henderson, Thurston Hillman, Aurélien Lainé, Jeff Lee, Alex Riggs, Loren Sieg, Mike Welham.

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