Monster Specification

Umber Hulks

Typical Monster Level ("ML"): 7 to 10

Typical Number Encountered: 1

Usual Alignment(s): N/N, N/C, E/N, E/C

Description: huge, muscular creatures like giant umber sumo-wrestlers with claws and fangs, and two strangely-different pairs of eyes

Habitat: Dungeons, Underground, Madness

Language: none

Chars: Co 3d10, Wp 3d10

Movement:

Rate Melee Travelling
Walk 4 ft/sec 2.5 mph
Lumber 6 ft/sec 4 mph
Career 10 ft/sec 7 mph
Bound 15 ft/sec n/a

Burrow through Earth at up to 6 ft/sec = 36 ft/MR = 4 mph

Burrow through Rock at up to 2 ft/sec = 12 ft/MR = 1 mph

Fighter Abilities:

ML/3, FRU AMR    D = 25 + (5ML) %    RD = 5 + (5ML) %    5 + (5ML) HP

Attack Modes:

Claw @ A = 10ML %, DAM = d12

Bite with 2 Fangs @ A = 8ML %, DAM = 2d6 @ hitting point, d8 @ (hitting point -5) & d8 @ (hitting point +5): each d8 Fang has a separate 5% chance / HP DAM dealt of Disembowelling lodge.  If succeeds, in subsequent attack may attempt to Disembowel at 8ML% chance of success (make one check for both Fangs if both lodge), doing 1d6 Disembowelling DAM / fang (no ADS)

HitLoc Table:

HitLoc Area

All Aspects

Head

01 to 30

Arms (*2)

31 to 65

Chest

66 to 115

Abdomen

116 to 140

Legs (*2) 141 to 175

ADS:

HitLoc Area

1 2 3 4 5 6 7 8 9 0

Head

6 5 3 0 2 2 0 3 5 6

Arms

6 5 4 3 2 2 3 4 5 6

Chest

5 4 3 3 2 2 3 3 4 5

Abdomen

5 4 3 3 2 2 3 3 4 5
Legs 6 5 4 3 2 2 3 4 5 6

Effects of Specific Damage:

Hit Loc Area %age HP Damage taken Effects
Head 25% Unconscious, Co check vs Death
  50% Decapitation, Death
Arms (*2) 30% Co check vs Arm Crippled
  60% Arm Crippled, Co check vs Arm Severed
  90% Arm Severed
Chest 80% Incapacitated, Co check vs Death, Bleed 5%/min, Co check vs Bleed 5%/MR
  160% Death
Abdomen 60% Co check vs Death/2MR, Bleed 5%/2MR
  120% Death
Legs (*2) 30% Co check vs Leg Crippled
  60% Leg Crippled, Co check vs Leg Severed
  90% Leg Severed

Bleeding effects from Crippling, Severance and Decapitation are as for People.

Thievish Abilities: none

Other Abilities / Powers / Notes:

  1. Confusion by eye contact @ BTS 10ML% (Wp). 

    If the st is failed by 50%, the Target enters Level of Madness 1, within the Domain of Confusion.  If the st is failed by >50%, the Target enters Level of Madness 2, within the Domain of Confusion. The Spell does not increase or decrease the Level of Madness of a Target who is already Mad, except where he is at Level of Madness 1, and fails the st by >50%.

    If the st is failed, no Hallucination check is made.  Instead, the Target automatically Hallucinates, as the result of the Confusion Effect.  If the Target is already Mad, failing the st causes him to Hallucinate at his current Level and Domain of Madness.

    The exact Hallucination effect suffered by each Confused Target is at the DM's discretion, having regard to the current tactical situation and how badly the st was failed.  It will be more severe at Level of Madness 2 than Level of Madness 1.  Believing one's comrades are enemies is a typical effect.

    After every 10 sec the Confused Target makes a Hallucination check at his current Level of Madness.  If he does not Hallucinate, he is temporarily free of the Hallucination, but his Madness remains.

    See the Madness System for further explanation of the effects of Levels of Madness and Hallucination checks.
     

  2. Umber Hulks create Dungeons by their tunnelling.
  3. Their claws and fangs make excellent picks for excavating work.

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