Umber Hulk, Truly Horrid (CR 14)
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., tremorsense 60 ft., and Listen +21
AC: 12 (-2 size, +14 natural), touch 8, flat-footed 24
Hit Dice: 20d8+180 (270 hp)
Fort +17, Ref +6, Will +15
Speed: 20 ft., burrow 20 ft.
Space: 15 ft./15 ft.
Base Attack +15; Grapple +36
Attack: Claw +26 melee
Full Attack: 2 claws +26 melee and bite +24 melee
Damage: Claw 3d4+13, bite 4d6+6
Special Attacks/Actions: Confusing gaze
Abilities: Str 36, Dex 10, Con 29, Int 10, Wis 13, Cha 15
Feats: Great Fortitude; Improved Natural Attack (claw); Improved Natural Armor x3; Iron Will; Multiattack
Skills: Climb +23, Jump +15, Listen +21, and Sense Motive +5
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Climate/Terrain: Any underground
Organization: Solitary or cluster (2-4)
An umber hulk can deliver blows powerful enough to crush almost any enemy. In addition, its mandibles are strong enough to bite through armor or exoskeletons with ease.
Despite its great bulk, an umber hulk is intelligent. When brute force won't overcome an enemy, it is more than capable of outthinking those who assume it to be a stupid beast. Umber hulks often use their tunneling ability to create deadfalls and pits for the unwary.
Confusing Gaze (Su): Confusion as the spell, 30 feet, caster level 8th. The Will save DC is 22 against the truly horrid umber hulk's confusing gaze, due to its higher Hit Dice and Charisma score. The save DC is Charisma-based.