1. Races

Umber Hulk

Large Monstrosity, Chaotic Evil
AC 18
Initiative +4 (14)
HP 93 (11d10 + 33)
Speed 30 ft., Burrow 20 ft.
mod
save
mod
save
mod
save
Str
20
+5
+5
Dex
13
+1
+1
Con
16
+3
+3
Int
9
-1
-1
Wis
10
+0
+0
Cha
10
+0
+0
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 10
Languages Umber Hulk
CR 5 (XP 1,800; PB +3) 

Traits

Tunneler. The umber hulk can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The umber hulk makes three Rend attacks.

Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage.

Bonus Actions

Confusing Gaze (Recharge 5–6). Wisdom Saving Throw: DC 14, each creature in a 30-foot ConeFailure: The target can't take Reactions until the start of the umber hulk's next turn, and the target rolls 1d8 to determine what it does on its next turn:

  • 1-4. The target does nothing.

  • 5-6. The target takes no action or Bonus Action and uses all its movement to move in a random direction.

  • 7-8. The target makes a melee attack against a random creature within its reach or does nothing if it can't make such an attack.

Habitat: Underdark
Source: MM'25, page 312.