KING
Umber Hulk

Umber Hulk

Aberration · no Crown (Mundane)

T3d8Minor

Burrowing behemoths with confusing gazes, umber hulks carve tunnels, mandibles snapping to devour miners and beasts alike.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind8--
Sense16--
Heart14--
Cunning16--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Tunneler

Burrows through solid stone at half speed and senses vibrations through the ground within 60 ft.

Passive

Armored Carapace

Resistant to non-magical physical damage.

Maneuvers

Maneuver

Confusing Gaze

Creatures within 30 ft that meet its eyes make a Mind save (DC 15) or are dazed for 1 round, staggering or swinging at whoever stands nearest. Averting your eyes avoids the gaze but leaves the hulk unwatched.

Maneuver

Tunnel Ambush

Bursts from a wall or floor within 30 ft. Its first attack this turn is made with advantage.

Tactics

GM tactics

Bursts from walls or floor with Tunnel Ambush for surprise attacks. Uses Confusing Gaze immediately to turn party members against each other. Focuses mandible attacks on confused targets. Retreats through tunnels if badly wounded, returning for ambush later.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.