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Hyakume

Creature 15 (uncommon) — aberration

WeaverAnvilLANDaberrationmentaloccult

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 scriptoria 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're liable to trick their targets into revealing more than they should. Most frightening of all is the hya

Source: pathfinder-monster-core-2

Perception +29; darkvision
Languages aklo, common; Telepathy 100 feet
Skills arcana +30, Bardic 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 Ref +25 Will +29 +2 status to all saves vs. magic
HP 275
Immunities confused
Resistances mental 10
Speed 25 feet

Offense

Melee Fist (agile, finesse, magical, reach-10) +27, Damage 3d10+10 bludgeoning plus Scatterbrain Palm

Abilities

Telepathy 100 feet (aura, magical, mental) — 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. Magic
Light 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 (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 Sustain 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 (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 (emotion, mental, 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, attack +32
8th Disappearance, Hidden Mind
4th Fly (At Will)
3rd Hypercognition (At Will), Ring of Truth (At Will)
2nd Dispel Magic (×2)
1st Charm (×2), Mindlink (At Will)
Cantrips (8th) Daze, Detect Magic, Read Aura

WORKS WELL WITH

AnvilLANDA durable frontline body holds enemy attention so the hyakume can keep probing minds and casting from reach without being closed down.
SnareLANDA controller that immobilizes a target turns the hyakume's Will-save attacks into a near-guaranteed follow-up rather than a contested race.
CrasherLANDA burst striker can finish off a target already Stupefied and drained by Steal Memories before it recovers its footing.

PUNISHES

✖ low Will✖ flanking tactics✖ isolated targets
Avoid stacking with another Will-save caster; the party solves one mental-defense problem at a time.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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