Hyakume

CREATURE 15

uncommon ne large aberration 

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

Light Blindness

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.

AC  36; all-around vision; Fort +23, Ref +25, Will +29

HP 275; Immunities confusion

Speed 25 feet

Melee [>] fist +27 (agile, finesse, magical, reach 10 feet), Damage 3d10+10 bludgeoning plus scatterbrain palm

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

Eye Probe [>>>] (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 [>>>] (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.

Bestiary 3, page 139.

Open Hyakume in the interactive creatures list or browse all creatures starting with H.