Umber Hulk, Dark (CR 8)
Large Aberration (Extraplanar)
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., superior low-light vision, 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: 30 ft., burrow 30 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: Claws 2d4+6, bite 2d8+3
Special Attacks/Actions: Confusing gaze
Abilities: Str 23, Dex 13, Con 19, Int 11, Wis 11, Cha 13
Special Qualities: hide in plain sight, resistance to cold 10
Feats: Great Fortitude; Multiattack; Toughness
Skills: Climb +12, Hide +9, Jump +5, Listen +11, and Move Silently +7
Advancement: 9-12 HD (large); 13-24 HD (Huge)
Climate/Terrain: Plane of Shadow
Organization: Solitary or cluster (2-4)
Treasure/Possessions: Standard
Source:
Tome of Magic
Confusing Gaze (Su): Confusion as the spell, range 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, a dark umber hulk is intelligent. It uses lighting conditions to good advantage. If the combat occurs in darkness, a dark umber hulk focuses its gaze first on opponents who can obviously see it - those that have darkvision. In brighter conditions, it is even more of a danger because more creatures can see it and fall prey to its confusing gaze. When brute force won't overcome its enemy, it is more than capable of out thinking those who assume it to be a stupid beast. Umber hulks often use their tunneling ability to create deadfalls and pits for the unwary.
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.