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HyakumeCreature 15


UncommonNELargeAberration
Source Pathfinder Bestiary 3
Perception +29 (darkvision)
Languages Aklo, Common, Telepathy 100 Feet
Skills Arcana +30, Lore +28, Crafting +30, Deception +27, Medicine +25, Nature +25, Occultism +30, Religion +27, Society +28, Thievery +25
Str +4, Dex +6, Con +4, Int +9, Wis +6, Cha +4

AC 36 all-around vision; Fort +23; Reflex +25; Will +29; +2 status to all saves vs. magic
HP 275
Speed 25 feet
Immunities confusion
Resistances Mental 10

Fist One Action +27 (+23, +19) to hit (agile, finesse, magical, reach 10) 3d10+10 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Lore Master

A hyakume can use their Bardic Lore skill to Recall Knowledge on any topic, and they know any languages common to an area they have spent a day or more in.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

+2 Status to All Saves vs. MagicLight Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Eye Probe Three Actions (divination, occult)

Frequency once per day


Effect Up to six of the hyakume's eyes detach from the hyakume's body. Each eye has AC 26, HP 1, and a fly speed of 40 feet.

The hyakume can see through all of their eye probes. They can move the probes all in separate directions using a single action.

A hyakume can have no more than six eye probes active at a time; using this ability to create more causes the eye or eyes farthest away to shrivel and die.

The hyakume can deliver touch spells through their eye probes and can make melee spell attacks through them. In addition, the hyakume can Steal Memories through an eye probe using a single action by touching the target with the eye.

Scatterbrain Palm (divination, enchantment, incapacitation, mental, occult)

A creature hit by the hyakume's fist Strike must attempt a DC 36 will save. The creature is then temporarily immune until start of its next turn.


Critical Success The creature is unaffected.

Success The creature is Stunned 1.

Failure The creature is Stunned 2.

Critical Failure The creature is Stunned 3 and the hyakume can use Steal Memories on the target as part of this action.

Steal Memories Three Actions (emotion, mental, necromancy, occult)

The hyakume reaches out with their mind and attempts to steal memories from a creature within 30 feet.

The target must succeed at a DC 40 will saving throw or become Stupefied 2 and have some of its memories stolen. The hyakume learns some of the target's memories (chosen by the GM), which are then lost to the target.


Occult Innate Spells (DC 40, +32 to hit)

Cantrips (8th Level): Daze, Detect Magic, Read Aura
1st Level: Charm, Mindlink (At Will)
2nd Level: Dispel Magic
3rd Level: Hypercognition (At Will), Zone of Truth (At Will)
4th Level: Air Walk (At Will)
8th Level: Disappearance, Mind Blank


Hundreds of bloodshot eyes peek out from under the fleshy layers of a hyakume's skin. These hulking aberrations covet knowledge and go to great lengths to keep what they know to themselves; they'll destroy scriptoriums they've raided and burn books they've read to ensure no other soul learns their contents. While hyakume occasionally trade valuable information to garner greater knowledge, they are liable to trick their targets into revealing more than they should. Most frightening of all is the hyakume's ability to steal memories and erase any knowledge of their existence from the minds of their victim


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.