Umber Hulk

Umber Hulk                                                                      CR 16

XP 76

Huge Aberration

Init +9; Senses Darkvision 60ft; Perception +22

DEFENSE
AC 31, touch 14, flat-footed 25 (-2 size, +5 Dex, +1 dodge, +17 natural)

hp 257 (19d8+171)

Fort +16, Ref +11, Will +13

Defensive Abilities Half Damage from Piercing, Improved Evasion, Unstoppable

DR 5/Good Immunities Bleed, Ability Damage, Petrification

Weaknesses Light Aversion

OFFENSE
Speed 50 ft., burrow 50 ft.

Melee +2 2 claws +30 (2d6+17 plus 1 Con damage), bite +25 (2d6+15)

Space 15 ft.; Reach 15 ft.

Special Attacks: Confusion Blast (DC 28), Rend (claw, 1d8+22), Pounce, Wounding Attack (1 Con), Grab (claw)

STATISTICS
Str 40, Dex 20, Con 26, Int 10, Wis 10, Cha 10

Base Atk +14; CMB +31 (+35 grapple); CMD 46

Feats Diehard, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Multiattack, Skill Focus (Stealth), Toughness, Weapon Focus (claw)

Skills: Bluff +22, Intimidate +22, Perception +22, Stealth +33; Racial Modifiers Stealth +6

Languages Common

SQ Aberration Traits

SPECIAL ABILITIES
Confusion Blast (Su)

As a swift action once every 1d4 rounds the umber hulk can launch a blast of confusion to an enemy and any other creature within 10 feet; if they do not make a will save they are confused for 1d2 rounds. Rend (Ex)

When a Umber Hulk hits with two or more of the same type of natural attacks in 1 round, it causes 1d8+22 damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.

Pounce (Ex)

When a Umber Hulk makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Wounding Attack (Ex)

When a Umber Hulk hits a target with its claw attack(s), it badly damages their body. Each attack inflicts 1 constitution damage in addition to any other effects of the attack. If a Wounding Attack scores a critical hit, the target instead takes 2 constitution damage (or more, if the attack's critical multiplier is higher than x2).

Grab (Ex)

If a Umber Hulk hits with its claw attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Huge or smaller.

The Umber Hulk has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Improved Evasion (Ex)

A Umber Hulk can avoid even magical and unusual attacks with great agility. If a Umber Hulk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. If the Umber Hulk fails its reflex save, it takes half damage instead of full damage. Improved Evasion can be used only if the Umber Hulk is wearing light armor or no armor. A helpless Umber Hulk does not gain the benefit of Improved Evasion.

Unstoppable (Ex)

If a Umber Hulk starts its turn suffering from any of the following conditions, it recovers from them at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.

Light Aversion (Ex)

A Umber Hulk becomes sickened in bright light. The penalties from this condition are doubled when the Umber Hulk is in natural sunlight.

Aberration Traits

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

-Darkvision 60 feet.

-Aberrations breathe, eat, and sleep.

ECOLOGY
Environment: Underground

Organization: Pack (1d4)

Treasure: G