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Umber Hulk
Size & Type (subtype):Large AberrationHit Dice:8d8+32 (68)
Initiative:   +1 (Dex)   Speed:   20 ft., burrow 20 ft.  
Armor Class:   17 (-1 size, +1 Dex, +7 natural)   Attacks:   2 claws +11 melee, bite +9 melee  
Damage:   Claw 2d4+6, bite 2d8+3   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Confusing gaze   Special Qualities:   Tremorsense  
Saving Throws  Fortitude: 6  
Reflex: 3  
Will: 6  
Abilities:   Str: 23
Dex: 13
Con: 19
Int: 9
Wis: 11
Cha: 13
Skills:   Climb +17, Jump +14, Listen +11   Feats:   Multiattack  
Climate and Terrain:   Any underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Solitary or cluster (2-4)  
Challenge Rating:   7   Challenge Rating Value:   7  
Treasure:   Standard   Alignment:   Always chaotic evil  
Advancement:   9-12 HD (Large); 13-24 HD (Huge)  

Description:  

Umber hulks speak their own language.

Combat

Despite its great bulk, the umber hulk is intelligent. When brute force won't overcome an enemy, it is more than capable of outthinking those who assume it to be a stupid beast. Umber hulks often use their tunneling ability to create deadfalls and pits for the unwary.

Confusing Gaze (Su): Confusion as cast by an 8th-level sorcerer, 30 feet, Will negates DC 15.

Tremorsense (Ex): Umber hulks can automatically sense the location of anything within 60 feet that is in contact with the ground.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002