columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Hyakume"
level: "Creature 15"
rare_03: [[Uncommon]]
alignment: ""
size: "Large"
trait_01: [[aberration]]
trait_02: [[evil]]
modifier: 29
perception:
  - name: "Perception"
    desc: "+29; Darkvision"
languages: "Aklo, Common; telepathy 100 feet"
skills:
  - name: "Skills"
    desc: "Arcana: +30, Crafting: +30, Deception: +27, Medicine: +25, Nature: +25, Occultism: +30, Religion: +27, Society: +28, Thievery: +25, Bardic Lore: +28"
abilityMods: [4, 6, 4, 9, 6, 4]
speed: 25 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 36
armorclass:
  - name: AC
    desc: "36 all-around vision; __Fort__ +23, __Ref__ +25, __Will__ +29; +2 status to all saves vs. magic"
hp: 275
health:
  - name: ""
  - name: HP
    desc: "275; __Resistances__ mental 10"
abilities_top:
  - name: ""
 
  - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
    desc: " (aura,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."
 
  - name: "Lore Master"
    desc: "  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."
 
abilities_mid:
  - name: ""
  - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
    desc: "  This monster can see in all directions simultaneously and therefore can't be flanked."
 
  - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
    desc: "  When first exposed to bright light, the monster is [[Conditions/Blinded|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 [[Conditions/Dazzled|Dazzled]]."
 
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Fist"
    desc: "+27 (agile, finesse, magical, reach 10 feet)\n__Damage__  3d10 + 10 bludgeoning plus scatterbrain-palm"
 
  - name: "Occult Innate Spells"
    desc: "DC 40, attack +32; __8th __  _[[Spells/Charm|Charm (x2)]]_, _[[Spells/Disappearance|Disappearance]]_, _[[Spells/Hidden Mind|Mind Blank]]_; __7th __  _[[Spells/Dispel Magic|Dispel Magic (x2)]]_, _[[Spells/Mindlink|Mindlink (At Will)]]_; __4th __  _[[Spells/Air Walk|Air Walk (At Will)]]_, _[[Spells/Hypercognition|Hypercognition (At Will)]]_, _[[Spells/Ring of Truth|Zone of Truth (At Will)]]_\n__Cantrips__  __(8th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
 
  - name: "Eye Probe"
    desc: "`pf2:3` (occult) **Frequency** once per day\n* * *\n\n**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.\n\nThe hyakume can see through all of their eye probes. They can move the probes all in separate directions using a single action.\n\nA 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.\n\nThe 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."
 
  - name: "Scatterbrain Palm"
    desc: " (incapacitation,mental,occult) A creature hit by the hyakume's fist Strike must attempt a DC 36 Will check save. The creature is then temporarily immune until start of its next turn.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** The creature is [[Conditions/Stunned|Stunned 2]].\n\n**Critical Failure** The creature is [[Conditions/Stunned|Stunned 3]] and the hyakume can use Steal Memories on the target as part of this action."
 
  - name: "Steal Memories"
    desc: "`pf2:3` (emotion,mental,occult) The hyakume reaches out with their mind and attempts to steal memories from a creature within 30 feet.\n\nThe target must succeed at a DC 40 Will check saving throw or become [[Conditions/Stupefied|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."
 
name: Hyakume
creatures:
  - 1: Hyakume

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