Hyakume

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

Hyakume CR 15

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

DEFENSE

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

OFFENSE

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)

At willclairaudience/clairvoyance, share memory
5/daydivination
3/daycold ice strike, discordant blast, sonic thrust

STATISTICS

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

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.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

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