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Hyakume

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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.

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.

Attributes

AC
32, Touch 18, Flat-footed 23 (+8 Dex, +1 Dodge, +14 Natural, 1 Size)
Alignment
Ne
Base Atk
+14
CMB
+19
CMD
38
CR
CR 15
Cha
29
Con
24
Creature Type
Aberration
Dex
27
Environment
Any Underground
Feats
Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Skill Focus ( Sense Motive ), Stunning Fist, Weapon Focus (Slam), Wind Stance
Fort
+13
HP
218 (19d8+133)
Immune
Cold
Init
Ne Large Aberration +12
Int
19
Languages
Common, Undercommon; Telepathy 60 Ft.
Melee
2 Slams +18 (3d6+4)
Organization
Solitary Or Enclave (26)
Reach
10 Ft.
Ref
+14
Resist
Electricity 10, Fire 10
SQ
Eye Probe, Monk Abilities, Transfer Memories
Senses
All-around Vision, Darkvision 90 Ft., Low-light Vision; Perception +19
Size
Large
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
Space
10 Ft.
Special Attacks
Drain Memory, Quivering Palm (1/day, Dc 25), Stunning Fist (4/day, Dc 25)
Speed
30 Ft.
Spell Resistance
26
Spell-Like Abilities
(Cl 15th; Concentration +24) At Will— Clairvoyance/clairaudience , Share Memory 5/day— Divination 3/day— Cold Ice Strike , Discordant Blast , Sonic Thrust
Str
18
Treasure
Standard
Weaknesses
Light Sensitivity
Will
+17
Wis
22
XP
51,200
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