
Umber Hulk
Monstrosity
AC
HP
18
93
Alignment
Challenge
CE
5
STR
20 (+5)
DEX
13 (+1)
CON
16 (+3)
INT
9 (-1)
WIS
10 (+0)
CHA
10 (+0)
Source
Monster Manual (BR+)
Name
Umber Hulk
Race
Monstrosity
Alignment
Chaotic evil
Armor Class
18 (natural armor)
Size
Large
Hit Points
93 (11d10 + 33)
Challenge
5 (1800 XP)
Speed
30 ft., burrow 20 ft.
Senses
darkvision 120 ft., tremorsense 60 ft., passive Perception 10
Languages
Umber Hulk

Saving Throws
None
Skills
None
Damage Immunities
None
Condition Immunities
None
Damage Resistances
None
Damage Vulnerabilities
None
Abilities
until the start of its next turn and rolls a d8 to determine what it does during that turn.
On a 1 to 4, the creature does nothing.
On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction.
On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn.
If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again.
If the creature looks at the umber hulk in the meantime, it must immediately make the save.
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.
Actions
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.
Legendary Actions
None
Reactions
None

