Umber Hulk

Originally from Charos, Umber hulks are huge Underdark-dwelling creatures that look somewhat like a cross between a gorilla and a beetle.

The most prominent feature of the umber hulk is its huge pair of mandibles; each roughly three feet long. Umber Hulks have four eyes; one pair multifaceted, the other seemingly normal, that allow the creatures to both see in the complete darkness in which they dwell, and to somehow befuddle their enemies with merely a look. The Umber Hulks massive claws tunnel through rock with ease, and its thick armor is as strong as full plate mail.

Sages have discovered that umber hulks are not unthinking brutes, but are actually quite intelligent. They can communicate with other hulks and often create traps using their digging abilities. Furthermore, Umber Hulks tend to collapse the tunnels behind them as they leave an arena; so as to prevent access to where they have just come from. That being said, the creatures care not for subtlety; creating much destruction wherever they go. Umber Hulks can often be found dominated by Illithids for use as powerful guards; in fact these fearsome creatures have earned the nickname; "the pets of the flayers."

RPG stats

Umber Hulk — CR 8
CE Large monstrous humanoid
Init: +5; Senses darkvision 60 ft., Perception +14, tremorsense 120 ft.


AC: 24, touch 14, flat-footed 19 (-1 size, +1 Dex, +10 natural)
HPs 125 (10d10+50)
Saves: Fort +9, Ref +4, Will +10
Special abilities: Immune to confusion effects


Speed 30 ft., burrow 20 ft.
Melee: 2 claws +15 (2d4+6), bite +15 (2d6+6 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks: confusion gaze. Will DC 18 negates, confused (as the spell) 1d4+1 rounds. The save DC is Charisma based.


Str 22, Dex 13, Con 21, Int 10, Wis 13, Cha 12
Base Atk +10; CMB +17 (+21 grapple); CMD 29
Feats Ability Focus (gaze), Combat Reflexes, Improved Initiative, Power Attack, Skill Focus (Stealth)
Skills Climb +15, Craft (traps) +13, Perception +14, Stealth +16, Survival +9