Umber Hulk
Large Aberration — CR 7
- Hit Dice
- 8d8+35 (71 hp)
- Initiative
- +1
- Speed
- Land 20 ft
- Armor Class
- 18, touch 10, flat-footed 17
- Base Attack / Grapple
- +6/+16
- Attack
- Claw +11 melee (2d4+6)
- Full Attack
- 2 claws +11 melee (2d4+6) and bite +9 melee (2d8+3)
- STR
- 23
- DEX
- 13
- CON
- 19
- INT
- 11
- WIS
- 11
- CHA
- 13
- Fort / Ref / Will
- +8 / +3 / +6
- Challenge Rating
- 7
- Alignment
- Usually Chaotic-Evil
- Organization
- Solitary or cluster (2–4)
- Treasure
- Standard
- Environment
- Undergrounds
- Level Adjustment
- —
Special Abilities
Feats
This hulking, powerfully built creature looks something like a cross between a great ape and a beetle. The low, rounded head is dominated by a massive pair of mandibles and rows of triangular teeth. It has two big compound eyes like a beetle’s, with two smaller eyes like an ape’s in between. Armor plates cover virtually all of its chitinous body, whose scattered feelers resemble sparse hair.
Description
Umber hulk near the earth. Ripping through rock as though it were light underbrush, they rampage continuously, leaving destruction in their wake.
An umber hulk stands roughly 8 feet tall and measures nearly 5 feet across, weighing about 800 pounds. An umber hulk can burrow through solid rock at a speed of 5 feet. It does not leave a usable tunnel unless it chooses to.
Umber hulk speaks Terran.
Combat
An umber hulk can deliver blows powerful enough to crush almost any enemy. In addition, its mandibles are strong enough to bite through armor or exoskeletons with ease.
Despite its great bulk, an umber hulk is intelligent. When brute force won’t overcome an enemy, it is more than capable of out-thinking those who assume it to be a stupid beast. Umber hulk often use their tunneling ability to create deadfalls and pits for the unwary.
Confusing Gaze (Su): Confusion as the spell, 30 feet, caster level 8th, Will DC 15 negates. The save DC is Charisma-based.