Large Monstrosity, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 147 (15d10 + 60)
Speed 30 ft., Walk 30 ft.
STR
22 (+6)
DEX
13 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +10, CON +8
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 11
Languages Umber Hulk
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Tunneler. The ambull can burrow through solid rock at half its burrowing speed and leaves a 6 foot-wide, 9 foot-high tunnel in its wake.

Hulking Creature. The ambull ignores the effects of the sentinel feat.

Symbiotic Healing. The ambull regains 1d6 hit points at the start of its turn.

Actions

Multiattack. The ambull makes three attacks: two with its claws and one with its mandibles.

Eviscerating Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage. 

Enormous Mandibles. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage. 

Legendary Actions

The ambull can take one legendary action at the end of another creature's turn. The ambull regains spent legendary actions at the start of its turn.

Enraged. The ambull becomes enraged if it sees its eggs are missing or not where they are supposed to be. While enraged the ambull gains the following benefits:

  • 50 temporary hit points.
  • It deals an extra 1d6 damage with all its attacks.
  • Becomes immune to the effects of being charmed and frightened.

The ambull remains enraged until it considers its eggs (if any are still remaining) as being safe.

Description

An ambull strongly resembles an umber hulk.

Lair and Lair Actions

The lair of an ambull is located deep in caves and riddled with tunnels and nests of ambull eggs. Tracks and clawmarks cover the walls and floors of the caves and tunnels.

Lair Actions

On initiative count 20 (losing initiative ties), the ambull takes a lair action to cause one of the following effects; the ambull can’t use the same effect two rounds in a row:

  • The ambull slams the ground, causing tremors in its vicinity. Each hostile creature within 60 ft. of the ambull must succeed on a Dexterity (acrobatics) check or fall into a tunnel and take 6 (2d6) bludgeoning damage.
  • The ambull releases toxic spores into the air. Each creature within 60 ft. of the ambull must make a Constitution saving throw with a DC of 15, becoming poisoned on a failed save.
  • A cluster of ambull eggs start to hatch, spewing out 1d3 borewyrms. Place the borewyrms anywhere within 5 ft. of the cluster.

Regional Effects

The region containing an ambull's lair is infested by the ambull's way of life, which creates one or more of the following effects.

  • Thick acidic fumes permeates the air, hindering any sense of smell. Wisdom (Perception) checks based on smell made within an ambull's lair are made with disadvantage.
  • The lair of an ambull is riddled with labyrinths of winding tunnels. Navigating these tunnels can be dangerous and difficult, as they are susceptible to caveins.
  • Umber hulks scour the caves and tunnels within 5 miles of an ambull lair. These umber hulks serve the ambull as the queen of a hive.

If the ambull dies, the toxic fumes desipate over the span of 1d4 days.

Habitat: Underdark

Exorien

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