Encounters: The Middledark Wilds (Underground, Wilderness)
Umber Hulk (CR 7)
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., tremorsense 60 ft., and Listen +11
AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Hit Dice: 8d8+35 (71 hp)
Fort +8, Ref +3, Will +6
Speed: 20 ft., burrow 20 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +16
Attack: Claw +11 melee
Full Attack: 2 claws +11 melee and bite +9 melee
Damage: Claw 2d4+6, bite 2d8+3
Special Attacks: Confusing gaze
Abilities: Str 23, Dex 13, Con 19, Int 11, Wis 11, Cha 13
Feats: Great Fortitude; Multiattack; Toughness
Skills: Climb +12, Jump +5, and Listen +11
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Climate/Terrain: Any underground
Organization: Solitary or cluster (2-4)
Source: Monster Manual
Confusing Gaze (Su): Confusion as the spell, 30 feet, caster level 8th, Will DC 15 negates. The save DC is Charisma-based.
An umber hulk can deliver blows powerful enough to crush almost any enemy. In addition, its mandibles are strong enough to bite through armor or exoskeletons with ease.
Despite its great bulk, an umber hulk is intelligent. When brute force won't overcome an enemy, it is more than capable of outthinking those who assume it to be a stupid beast. Umber hulks often use their tunneling ability to create deadfalls and pits for the unwary.