Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Frequency: once per day
+2 status to all saves vs. magic
Ability
Eye Probe
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.
Ability
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.
Ability
Occult Innate Spells
DC 40, attack +32; 8th charm (×2), disappearance, mind blank; 7th dispel magic (×2), mindlink (at will); 4th air walk (at will), hypercognition (at will), zone of truth (at will); Cantrips (8th) daze, detect magic, read aura
Ability
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.
Ability
Steal Memories
(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.
Offense
Melee
Circumstance: combat round (melee)
fist +27 [+23/+19] (agile, finesse, magical, reach 10 feet), Damage 3d10+10 bludgeoning plus scatterbrain palm
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Immunity
confusion
Language
Aklo
Common
telepathy 100 feet
Perception
darkvision
Resistance
mental 10