Umberjack (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 5-21-21
Status: He's ok
Editing: Clarity edits only please
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Umberjack
Size/Type: Large Aberration
Hit Dice: 8d8+43 (79 hp)
Initiative: +1
Speed: 20 ft, climb 20 ft
Armor Class: 19 (+1 armor, +1 dex, +8 natural, -1 size), touch 10, flat-footed 19
Base Attack/Grapple: +6/+17
Attack: Axeclaw +12 melee (2d8+7, 20/x3)
Full Attack: Two Axeclaws +12 melee (2d8+7, 20/x3) and Gore +10 melee (1d10+3 plus horn launch, 20/x2)
Space/Reach: 10 ft/10 ft
Special Attacks: Fell Tree, Horn Launch
Special Qualities: Darkvision 60 ft, Plaid Camo, Trackless Step, Woodland Stride
Saves: Fort +7, Ref +3, Will +6
Abilities: Str 25, Dex 13, Con 21, Int 11, Wis 11, Cha 13
Skills: Climb +8, Hide +5, Listen +11, Survival +11
Feats: Power Attack, Multiattack, Cleave
Environment: Forests
Organization: Solitary
Challenge Rating: 8
Treasure: Standard (plus large tattered leather)
Alignment: Usually True Neutral or Neutral Evil
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment:


As the trees began to fall around you, the umberjacks began to appear from behind the crashing flora.

Distant relatives to the umber hulk, the umberjack is a surface borne insectile creature less resembling a stag beetle and more resembling a rhinoceros beetle, with a single massive horn. Unlike its subterranean cousin it takes to wearing scraps of clothing, fabric, and other pieces it scavenges forming a patchwork armor which it uses to camouflage and confuse the eye, as it lacks its cousin's confusing gaze attack. They are larger than umber hulks, standing at roughly 12 ft tall and almost 7 ft across, weighing 1600 lbs. It possesses four limbs, two smaller grasping arms for climbing and two larger "axeclaws" which resemble colossal woodsman axes and function just as well. It still has four eyes, but they are barely visible against their black exoskeletons.

Umberjacks are more mellow than the chaotic evil umberhulks, but they are generally solitary and territorial creatures. They live in the woods, chopping down trees and using them to construct alien and unexplainable alters, fortifications, and bonfires. They seem to comprehend farming, often using piles of rotting wood to fuel their mushroom farms within hidden lairs. In rare occasion they may come to some understanding with nearby civilization and will engage in trade, provided their territory is respected.

Umberjacks speak Terran.

Combat[edit]

Umberjacks attack with their giant axe arms, which possess the critical multiplier of an axe and whose attacks ignore the hardness of wood (up to 5 points). Their smaller arms are suitable for grasping, but poor at wielding other weapons.

Fell Tree (Ex): Umberjack axeclaws are very good at felling trees quickly. As a full round action, an umberjack may make an attack against a single non-magical tree up to 5 ft diameter, and immediately fell it. It may choose which way the tree falls, forming a line equal in length to the height of the tree and dealing 1d6 damage + 1d6 damage for every 10 ft high it is, and knocking those stuck by it prone and pinned. A DC 20 Reflex save negates this effect. Pinned creatures can escape with a DC 15 Strength check.

Horn Launch (Ex): Any creature hit by the umberjack's gore attack is subject to a bull rush attempt with a +2 bonus (total +13) that does not provoke attacks of opportunity. They need not follow the creature thrown by the bull rush, and a creature must make a DC 15 Balance check or fall prone at the end, or DC 20 if they hit an obstruction on the way.

Plaid Camo (Ex): As long as the umberjack is wearing its tattered leather, the confusing patterns actually enhance its ability to hide and distract the eye from focusing. It has a +8 bonus on Hide checks made in any cluttered terrain (such as a forest) and gains a +2 bonus on AC against attacks of opportunity, as if using a lesser Mobility feat.

Trackless Step (Ex): An umberjack leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.

Woodland Stride (Ex): An umberjack may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect them.

Skills: Umberjacks have a +8 racial bonus on Climb checks. An umberjack can always choose to take 10 on Climb checks, even if rushed or threatened.


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Eiji-kun's Homebrew (5628 Articles)
Eiji-kunv
AlignmentUsually True Neutral or Neutral Evil +
AuthorEiji-kun +
Challenge Rating8 +
EnvironmentForests +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
TitleUmberjack +
TypeAberration +