Dungeons & Dragons 4th Edition 
Umber Hulk
Umber Hulk - Level 12 Elite Soldier
Large natural magical beast
XP 1,400
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
Claw (standard; at-will)
 Reach 2; +18 vs. AC; 2d6 +8 damage.
Grabbing Double Attack (standard; at-will)
  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.
Confusing Gaze (minor 1/round; at-will) + Gaze, Psychic
  Close blast 5; targets enemies; +16 vs. Will; the target slides 5 squares and is dazed (save ends).
Alignment Unaligned
Languages -
Str 26 (+14) Dex 16 (+9) Wis 14 (+8)
Con 20 (+11) Int 5 (+3) Cha 11 (+6)

Shadow Hulk - Level 17 Solo Soldier
Huge shadow magical beast
XP 8,000
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
Claw (standard; at-will)
 Reach 3; +23 vs. AC; 3d6 +11 damage.
Grabbing Double Attack (standard; at-will)
  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.
Claw Frenzy (standard, usable only while bloodied; recharge )
  Close burst 3; +23 vs. AC; 3d6 +11 damage.
Maddening Gaze (minor 1/round; at-will) + Gaze, Psychic
  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.
Alignment Unaligned
Languages -
Str 32 (+19) Dex 18 (+12) Wis 16 (+11)
Con 28 (+17) Int 5 (+5) Cha 13 (+9)
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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