Saturday 18 March 2017

Monster: Umber Hulk

Monster: Umber Hulk

Umber hulk is an iconic D&D monster, appearing in all its editions. It's a big ape-like beetle that lives underground and confuses enemies with its gaze when he cannor deal with them with his powerful mandibles or fists. Many umber hulks have been enslaved by the neogi - a race of eel-spiders - and now serve their master with complete obedience. Add Slave Mentality to such enslaved umber hulks.

 

Umber Hulk [Monster Manual, page 248]

 
168 points
Attribute Modifiers: ST+9 (Size Modifier, -10%) [81]; IQ-1 [-20]; HT+3 [30].
Secondary Characteristic Modifiers: SM+1; Will+2 [10]; Per+1 [5]; Basic Move +2 [10].
Advantages: Blunt Claws [3]; DR 8 [40]; Infravision [10]; Peripheral Vision [15]; Sharp Teeth [1]; Subsonic Hearing (Biological (Passive), -5%; Melee Attack, Reach C, -30%) [4]; Tunneling (Move 1) [35].
    Confusing Gaze: Terror 1 (Confusion; Active, +25%; Magical, -10%; Presence, +25%; Vision-Based, -20%) [36].
Disadvantages: Appearance (Monstrous) [-20]; Bad Grip 2 [-10]; Hidebound [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Restircted Diet (Carnivore) [-10]; Semi-Upright [-5]; Short Lifespan 1 [-10]; Social Stigma (Monster) [-15].
Quirks: Dislikes bright lights [-1]; Uncongenial [-1].
Features: Born Biter 3; Early Maturation 2; Four Eyes.
 

Knowing Your Own Strength [197]
Replace ST+9 (Size Modifier, -10%) [81] with ST+11 [110]

 
Typical Stats – Umber Hulk

ST:

19 (KYOS: 21)

HP:

19 (KYOS: 21)

Speed:

5.75

DX:

10

Will:

11

Move:

7 ground, 1 tunnel

IQ:

9

Per:

10

 

 

HT:

13

FP:

13

SM:

+1

Dodge:

8

Parry:

8 (unarmed)

DR:

8

    Blunt Claws (11): thrust 2d crushing (KYOS: 4d-1 crushing), Reach C-1.
    Mandibles (11): thrust 1d+2 cutting (KYOS: 3d cutting), Reach C.
    Confusing Gaze (11): The umber hulk can focus his eyes on a victim to confuse his mind by taking a Concentrate maneuver. The victim must be within 10 yards. Roll a Quick Contest of Will with the victim. If the umber hulk wins, roll 3d for the Fright Check result (use the confusion variant from GURPS Powers, page 85), as usual, but add his margin of victory instead of his margin of failure.
 
    Traits: Appearance (Monstrous); Bad Grip 2; Born Biter 3; Dislikes bright lights; Early Maturation 2; Four Eyes; Hidebound; Infravision; Odious Racial Habit (Eats sapient beings); Peripheral Vision; Restricted Diet (Carnivore); Semi-Upright; Short Lifespan 1; Social Stigma (Monster); Subsonic Hearing (Biological (Passive); Melee Attack, Reach C); Uncongenial.
    Skills: Brawling-11; Prospecting-11.
    Creature Type: Aberration.
 
Typical Stats – Truly Horrid Umber Hulk

ST:

27 (KYOS: 34)

HP:

35 (KYOS: 50)

Speed:

6

DX:

10

Will:

13

Move:

9 ground, 3 tunnel

IQ:

9

Per:

10

 

 

HT:

15

FP:

15

SM:

+3

Dodge:

9

Parry:

10 (unarmed)

DR:

9

    Blunt Claws (14): thrust 4d crushing (KYOS: 9d+1 crushing), Reach C-2.
    Mandibles (14): thrust 3d+1 cutting (KYOS: 8d-1 cutting), Reach C.
    Confusing Gaze (13): The umber hulk can focus his eyes on a victim to confuse his mind by taking a Concentrate maneuver. The victim must be within 10 yards. Roll a Quick Contest of Will with the victim (the victim has a -2 penalty on this roll). If the umber hulk wins, roll 3d for the Fright Check result (use the confusion variant from GURPS Powers, page 85), as usual, but add his margin of victory instead of his margin of failure.
 
    Traits: Appearance (Monstrous); Bad Grip 2; Born Biter 3; Dislikes bright lights; Early Maturation 2; Four Eyes; Hidebound; Infravision; Odious Racial Habit (Eats sapient beings); Peripheral Vision; Restricted Diet (Carnivore); Semi-Upright; Short Lifespan 1; Social Stigma (Monster); Subsonic Hearing (Biological (Passive); Melee Attack, Reach C); Uncongenial.
    Skills: Brawling-14; Prospecting-14.
    Creature Type: Aberration.
 

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