Hyakume

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

Hyakume (CR 15)

Large Aberration
Alignment: Neutral Evil
Initiative: +12
Senses: All-Around Vision, Darkvision 90 feet, Low-Light Vision; Perception +19
  Speed: 30 feet
Space: 10 feet
 

Defense

Armor Class: 32, touch 18, flat-footed 23 (+8 Dex, +1 dodge, +14 natural, -1 size)
Hit Points: 218 (19d8+133)
Saving Throws: Fort +13, Ref +14, Will +17
Immunity: cold
Energy Resistance: electricity 10, fire 10
Spell Resistance: 26
Weaknesses: light sensitivity
 

Offense

Melee: 2 slams +18 (3d6+4)
Reach: 10 feet
  Special Attacks: drain memory, quivering palm (1/day, DC 25), stunning fist (4/day, DC 25)
  Spell-Like Abilities (CL 15th; Concentration +24):

Statistics

StrDexConIntWisCha
18 (+4) 27 (+8) 24 (+7) 19 (+4) 22 (+6) 29 (+9)
Base Attack Bonus: +14
CMB +19
CMD 38
  Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Skill Focus (Sense Motive), Stunning Fist, Weapon Focus (slam), Wind Stance
  Skills: 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
  Languages: Common, Undercommon; telepathy 60 ft.
  Special Qualities: eye probe, monk abilities, transfer memories

 

Special Abilities

Drain Memory (Su)

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.

Eye Probe (Su)

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

The hyakume's Stunning Fist feat and slam attacks function as though it were a 15th-level monk. It can also use the quivering palm class feature once per day (Fortitude DC 25). The save DC is Wisdom-based.

Transfer Memories (Su)

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.
 

Ecology

Environment: Any Underground
Organization: solitary or enclave (2-6)
Treasure: standard

  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.

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