
Corrupted Umber Hulk
AC: 18 (natural armor) HP: 93 Speed: 30 ft., burrow 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20(+5) | 13(+1) | 16(+3) | 9(-1) | 10(+0) | 10(+0) |
| Saving Throws | |||||
| +8 | +4 | +6 | -1 | +3 | +3 |
- Skills: Perception +3
- Senses: Darkvision 120 ft., tremorsense 60 ft., passive Perception 13
- Languages: Umber Hulk
- Challenge: 5 (1,800 XP)
- Multiattack: The umber hulk makes three attacks: two with its claws and one with its mandibles.
- Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
- Mandibles: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
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.
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 its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
