Medium Monstrosity, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 60 (7d10 + 22)
Speed 15 ft., walk 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
9 (-1)
CHA
10 (+0)
Saving Throws CON +4
Senses Blindsight 100ft, Tremorsense 40ft, Passive Perception 9
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Action Name. Enter the description for your action.

Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12(2d6 + 3) [slashing] damage. 

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 3) [slashing] damage. 

 

Description

The umber hulk is a fiercely territorial and aggressive creatures. The young variant of the monster is more hotheaded.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ExoLatteGamer

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