
"This hulking, powerfully built creature looks something like a cross between a great ape and a beetle. The low, rounded head is dominated by a massive pair of mandibles and rows of triangular teeth. It has two big compound eyes like a beetle's, with two smaller eyes like an ape's in between. Armor plates cover virtually all of its chitinous body, whose scattered feelers resemble sparse hair."
Traits[]
- Aberration 20
- Chaotic evil
- Abilities: STR 24, DEX 13, CON 20, INT 11, WIS 11, CHA 13
- Hitpoints: 280
- Saves: Fortitude 13, Reflex 9, Will 14
- AC: 18
- AB: +21/+16/+11
- Damage:
- 2d4+7 slashing/piercing, critical 20/x2 (claw)
- 2d4+7 slashing/piercing, critical 20/x2 (claw)
- 2d8+7 slashing, critical 20/x2 (bite)
- Skills: Hide 11, Listen 4, Parry 1
- Weapon Proficiency (creature), Great Fortitude, Toughness, Power Attack, Cleave, Dodge, Great Fortitude, Iron Will, Lightning Reflexes, Knockdown
- Damage reduction 5/+1
- Damage Resistance to cold 20/-
- Can use Confusion Gaze once per day at caster level 8; duration is 7 rounds, DC = 20
- Slow movement (62,5% of normal)
- Incorporeal
- CR 18
Notes[]
- For some reason, shadow umber hulks are classified as magical beasts, not aberrations like regular umber hulks
- Its damage reduction is pointless as incorporeal creatures are immune to non-magical weapons anyway
- Despite being a magical beast, shadow umber hulk lacks both Low-Light and Darkvision