Umber Hulk CR: 5 (1,800XP)
Large monstrosity, chaotic evil
Armor Class: 18 (Natural Armour)
Hit Points: 93 (11D10+33)
Speed:
30 ft
, burrow: 20 ft
Senses: Darkvision 120ft, Tremorsense 60ft, and Passive Perception 10.
Languages: Umber Hulk
Challenge Rating: 5 (1,800XP)
Confusing Gaze
When a creature starts its
Turn within
30 Feet of the Umber Hulk and is able to see the Umber Hulk's eyes, the Umber Hulk can magically force it to make a
DC 15 Charisma Saving Throw, unless the Umber Hulk is
Incapacitated.
On a
Failed Saving throw, the creature can't take
Reactions until the start of its next
Turn and rolls a
D8 to determine what it does during that
Turn. On a
1 to
4, the creature does Nothing. On a
5 or
6, the creature takes No Action but uses all its movement to move in a random direction. On a
7 or
8, the creature makes
One Melee Attack against against a random creature, or it does Nothing if No creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the
Saving Throw at the start of its
Turn. If the creature does so, it can't see the Umber Hulk until the start of its next
Turn, when it can avert its eyes again. If the creature looks at the Umber Hulk in the meantime, it must immediately make the
Save.
Tunneler
The Umber Hulk can burrow through solid rock at half its
Burrowing Speed and leaves a
5 Foot-wide,
8-
Foot-High Tunnel in its wake.
Actions
Multiattack
The Umber Hulk makes
Three Attacks:
Two with its
Claws and
One with its
Mandibles.
Claw
Melee Weapon Attack: +8 To Hit, Reach 5ft, One Target. Hit:
9 (1D8+5) Slashing Damage.
Mandibles
Melee Weapon Attack: +8 To Hit, Reach 5ft, One Target. Hit:
14 (2D8+5) Slashing Damage.