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.