Hyakume
Hideous and corpulent, with numerous eyes dotting their bodies, hyakumes are mystics of malevolence. They steal and collect the memories of other intelligent beings to increase their own knowledge.
- HP
- 218 (19d8+133)
- AC
- 32, touch 18, flat-footed 23 (+8 Dex, +1 dodge, +14 natural, –1 size)
- Speed
- 30 ft.
- Init
- +12
- Melee
- 2 slams +18 (3d6+4)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +14
- CMB
- +19
- CMD
- 38
- Fort
- +13
- Ref
- +14
- Will
- +17
- SR
- 26
Drain Memory — Once per day as a standard action, a hyakume can make a touch attack with either its hands or one of its eye probes to drain a target of its memories. The target loses the majority of memories relating to life and identity, and the hyakume can control the creature as if it were subject to a charm monster spell until those memories are regained (Will DC 28 negates). The hyakume absorbs the memories and can store and use them. It can store the memories of a number of creatures equal to its Intelligence bonus (typically 4) at one time. This is a mind-affecting effect. The save DC is Charisma-based.
quivering palm (1/day, DC 25)
stunning fist (4/day, DC 25)
Eye Probe — Once per day as a full-round action, a hyakume can detach up to six of its eyes and send them on missions. An eyeball has AC 22, hp 5, and a fly speed of 60 ft. with perfect maneuverability. A hyakume can see through all of its eye probes, and can make drain memory attacks with them. If a hyakume's eyeball is destroyed, the hyakume takes 5 points of damage. An eye probe can't stray farther than 1 mile from a hyakume or the eye is destroyed (dealing 5 points of damage).
monk abilities
Transfer Memories — Once per day as a standard action, a hyakume can touch a willing creature with either its hand or one of its eye probes to transfer memories it has stored to the creature touched. This is a mind-affecting effect.
Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Skill Focus (Sense Motive), Stunning Fist, Weapon Focus (slam), Wind Stance
Acrobatics +23, Bluff +21, Craft (any) +10, Diplomacy +17, Intimidate +24, Knowledge (arcana, planes, religion) +12, Knowledge (geography, history) +10, Perception +19, Sense Motive +17, Spellcraft +22, Stealth +15, Survival +17, Swim +8, Use Magic Device +17
- Type
- Aberration
- Alignment
- NE
- Size
- Large
- Environment
- any underground
- Organization
- solitary or enclave (2–6)
- Treasure
- standard
- Senses
- all-around vision, darkvision 90 ft., low-light vision; Perception +19
- Languages
- Common, Undercommon; telepathy 60 ft.
- Source
- Bestiary 4
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