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Hyakume

CR 15.00 Aberration NE Large
This bloated creature's eyes protrude from between the fleshy fat rolls of its neckless, hulking form.

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.

STR
18
DEX
27
CON
24
INT
19
WIS
22
CHA
29
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.

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

spell-like abilities:
At will—Share Memory, 5/day—Divination, 3/day—Cold Ice Strike, 3/day—Discordant Blast, 3/day—Sonic Thrust
Details
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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