HyakumeThis bloated creature’s eyes protrude from between the fleshy fat rolls of its neckless, hulking form.Hyakume CR 15Source Bestiary 4 pg. 153 XP 51,200 NE Large aberration Init +12; Senses all-around vision, darkvision 90 ft., low-light vision; Perception +19DefenseAC 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 sensitivityOffenseSpeed 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 will—clairvoyance/clairaudience, share memoryUM 5/day—divination 3/day—cold ice strikeUM, discordant blastAPG, sonic thrustUMStatisticsStr 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 memoriesEcologyEnvironment any underground Organization solitary or enclave (2–6) Treasure standardSpecial AbilitiesDrain 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.DescriptionHideous 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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