Umber Hulk Species in Faengard | World Anvil
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Umber Hulk (uhm·br huhlk)

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.   Age. Young umber hulks crawl using their large arms for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 10 and live an average of 50 years.   Size. Your size is Medium.   Speed. Your base walking speed is 30 feet, and you have a burrow speed of 20 feet, allowing you to move through sand, earth, mud, or ice, but not through solid rock.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Tremorsense. You can detect and pinpoint the origin of vibrations within 30 feet of you, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.   Mandibles and Claws. Your mandibles and claws are natural weapons, which you can use to make unarmed strikes. If you hit with either, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Natural Armor. You have a hard, chitinous exoskeleton. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Languages. You can speak, read, and write Common, Terran, and Umber Hulk.   Feat: Cavernous Tunneler Prerequisite: Umber Hulk   Your claws grow larger and tougher, giving you the ability to dig through rock. You gain the following benefits:   • Increase your Strength score by 1, to a maximum of 20.   • You can now burrow through solid rock, at the cost of half your burrowing speed. You leave a 3 foot-wide, 7-foot-high tunnel in your wake.   • Your unarmed strikes now do damage equal to 1d8 + your Strength modifier, instead of a 1d6.   Feat: Confusing Gaze Prerequisite: 8th level, Umber Hulk   Your secondary eyes fully develop and can now be utilized for the first time. You gain the following benefits:   • Increase your Constitution score by 1, to a maximum of 20.   • When you take the Attack action on your turn, you can replace one of your attacks with a gaze of mind-altering energy in a 30-foot cone. Each creature in that area must make a Charisma saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). A target automatically succeeds on the save if it can’t see your eyes. 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 a random creature, or it does nothing if no creature is within reach.   o You can use your Confusing Gaze a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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