| Id | 122 |
|---|---|
| Name | Umber Hulk |
| Size and Type | Large Aberration |
| Hit 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 |
| Saves_Fort | 6 |
| Saves_Ref | 3 |
| Saves_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 |
| Organization | Solitary or cluster (2-4) |
| CR | 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. |