Hyakume CR 15

XP 51,200
NE Large aberration
Init +12; Senses all-around vision, darkvision 90 ft., low-light vision; Perception +19


AC 32, touch 18, flat-footed 23 (+8 Dex, +1 dodge, +14 natural, –1 size)
hp 218 (19d8+133)
Fort +13, Ref +14, Will +17
Immune cold; Resist electricity 10, fire 10; SR 26
Weaknesses light sensitivity


Speed 30 ft.
Melee 2 slams +18 (3d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks drain memory, quivering palm (1/day, DC 25), stunning fist (4/day, DC 25)
Spell-Like Abilities (CL 15th; concentration +24)


Str 18, Dex 27, Con 24, Int 19, Wis 22, Cha 29
Base Atk +14; CMB +19; CMD 38
Feats Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, 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.
SQ eye probe, monk abilities, transfer memories


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.


Environment any underground
Organization solitary or enclave (2–6)
Treasure standard

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. These hundred-eyed horrors can see in all directions physically, but they also perceive the minds and thoughts of those nearby and they hunger for them. In some unknown way, they crave to consume thoughts and memories, providing psychic sustenance to them in a way incomprehensible to other beings. They can flood their own alien and terrible thoughts back into the minds of those nearby, driving them to the brink of madness and beyond with an overwhelming flood of captured yet inchoate emotion and shattered rationality.

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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