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Dungeons & Dragons 4th Edition
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Umber Hulk - Level 12 Elite Soldier
Large natural magical beast
XP 1,400
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Initiative +11
Senses Perception +13, darkvision, tremorsense 5
HP 248; Bloodied 124
AC 30; Fortitude 33, Reflex 28, Will 27
Saving Throws +2
Speed 5, burrow 2 (tunneling)
Action Points 1
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Claw (standard; at-will)
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Reach 2; +18 vs. AC; 2d6 +8 damage.
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Grabbing Double Attack (standard; at-will)
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The umber hulk makes two claw attacks. If both claw attacks hit the same
target, the target is grabbed (until escape). A grabbed target takes ongoing 10
damage from the umber hulk's mandibles until it escapes. The umber hulk cannot
make any other attacks while grabbing a creature.
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Confusing Gaze (minor 1/round; at-will) + Gaze, Psychic
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Close blast 5; targets enemies; +16 vs. Will; the target slides 5
squares and is dazed (save ends).
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Alignment Unaligned
Languages -
Str 26 (+14) Dex 16 (+9) Wis 14 (+8)
Con 20 (+11) Int 5 (+3) Cha 11 (+6)
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Shadow Hulk - Level 17 Solo Soldier
Huge shadow magical beast
XP 8,000
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Initiative +14
Senses Perception +16, darkvision, tremorsense 10
HP 860; Bloodied 430; see also claw frenzy
AC 35; Fortitude 38, Reflex 31, Will 30
Saving Throws +5
Speed 6, burrow 4 (tunneling); phasing
Action Points 2
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Claw (standard; at-will)
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Reach 3; +23 vs. AC; 3d6 +11 damage.
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Grabbing Double Attack (standard; at-will)
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The shadow hulk makes two claw attacks. If both claw attacks hit the same
target, the target is grabbed (until escape). A grabbed target takes ongoing 15
damage from the shadow hulk's mandibles until it escapes. The shadow hulk cannot
make any other attacks while grabbing a creature.
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Claw Frenzy (standard, usable only while bloodied; recharge
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Close burst 3; +23 vs. AC; 3d6 +11 damage.
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Maddening Gaze (minor 1/round; at-will) + Gaze, Psychic
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Close blast 5; targets enemies; +21 vs. Will; the target does
nothing on its turn except attack its nearest ally, moving if
necessary (save ends). The target makes only basic attacks while
under this effect.
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Alignment Unaligned
Languages -
Str 32 (+19) Dex 18 (+12) Wis 16 (+11)
Con 28 (+17) Int 5 (+5) Cha 13 (+9)
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An Umber Hulk burrows through the earth and scours the Underdark in search
of prey. As it burrows, it leaves rough-hewn tunnels in its wake. Although
it doesn't speak, an umber hulk understands Deep Speech.
Umber Hulk Tactics:
An umber hulk charges into battle and makes a basic attack against its nearest
foe, and then spends its action point to make a grabbing double attack against
the same target. It uses confusing gaze as often as it can to confound
its enemies.
Shadow Hulk Tactics:
The shadow hulk oftion hides from view and uses its tremorsense to detect prey.
It then phases through a wall or other obstruction and attacks with surprise,
using its maddening gaze and grabbing double attack every round
until it successfully grabs a creature with its mandibles.
Umber Hulk Lore:
A character knows the following information with a successful skill check.
Dungeoneering or Nature DC20: Umber Hulks use their thick claws to hew passages
through earth and stone. Many deep caverns in the Underdark are linked together
by umber hulk tunnels.
Arcana or Nature DC25: An umber hulk's gaze causes confusion among its enemies,
making them wander in a daze or, in the case of shadow hulks, attack their friends.
Encounter Groups:
More intelligent Underdark races often enslave umber hulks. The creatures are
loyal servitors as long as their masters keep them well fed.
Level 13 Encounter(XP 4,000)
2 umber hulks (level 12 elite soldier)
2 drow warriors (level 11 lurker)
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