Hyakume
This bloated creature's eyes protrude from between the fleshy fat rolls of its neckless, hulking form.
Hyakume (CR 15)
Large AberrationAlignment: 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):
- At Will- Clairaudience/Clairvoyance, Share Memory
- 5/day- Divination
- 3/day- Cold Ice Strike, Discordant Blast, Sonic Thrust
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
18 (+4) | 27 (+8) | 24 (+7) | 19 (+4) | 22 (+6) | 29 (+9) |
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 UndergroundOrganization: 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.