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Galeb Duhr

Galeb Duhr

 

The Galeb Duhr is a boulder-like creature with stumpy appendages that act as arms and legs.It has the ability to animate the rocks and boulders around it,and is thus usually encountered in rocky terrain.

 

Powerful magic allows a spellcaster to summon a Galeb Duhr from The Plane of Earth.Some Galeb Duhr also form naturally in places touched by that plane.The Galeb Duhr is imbued with greater intelligence than most elementals,allowing it to better assess threats and to communicate with creatures entering its guarded area.

   

Stone Guardian

 

A Galeb duhr doesn't age or require sustenance,making it an excellent sentinel.A powerful Druid might charge a Galeb Duhr with protecting a stone circle or sacred hilltop.Another Galeb Duhr might be created to guard an underground Tomb or a Wizard's Tower.When it chooses to,the Galeb Duhr can make itself look like an ordinary boulder,remaining perfectly still for years at a time.

 

A Galeb Duhr is permently bound to The Material Plane,so that when it dies,it doesn't return to The Plane of Earth.It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn't regard as threats.

   

Stone Connection

 

A Galeb Duhr can become one with the earth around it,allowing it to imbue nearby rocks and boulders with a semblance of life.The Galeb Duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect.When it needs to move close to those intruders,it presses its limbs tight to its body and rolls forward at a furious pace.

   

Elemental Nature

 

A Galeb Duhr doesn't require Air,Food,Drink or Sleep.

Basic Information

Anatomy

A Galeb Duhr is a Humanoid boulder-like creature with stumpy arms and legs.

Additional Information

Perception and Sensory Capabilities

Darkvision 60ft,Tremorsense 60ft & Passive Perception 11

Civilization and Culture

Major Language Groups and Dialects

Galeb Duhr by aidedd
"When the Galeb Duhr remains motionless,it is indistinguishable from a normal boulder"   -Loremaster Aemon
Genetic Ancestor(s)
Origin/Ancestry
Elementals


Cover image: Galeb Duhr by aidedd

GALEB DUHR CR: 6 (2,300XP)

Medium elemental, neutral
Armor Class: 16 (Natural Armour)
Hit Points: 85 (9D8+45)
Speed: 15 ft

STR

20 +5

DEX

14 +2

CON

20 +5

INT

11 +0

WIS

12 +1

CHA

11 +0

Damage Resistances: Bludgeoning,Piercing and Slashing from Non-Magical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion,Paralyzed,Petrified & Poisoned
Senses: Darkvision 60FT,Tremorsense 60FT,Passive Perception 11.
Languages: Terran (Elemental Earth)
Challenge Rating: 6 (2,300XP)

SPEED:

  15FT. (30FT WHEN ROLLING, 60FT ROLLING DOWNHILL).    

ROLLING CHARGE:

  IF THE GALEB DUHR ROLLS AT LEAST 20 FEET STRAIGHT TOWARD A TARGET AND THEN HITS IT WITH A SLAM ATTACK ON THE SAME TURN, THE TARGET TAKES AN EXTRA 7 (2D6) BLUDGEONING DAMAGE. IF THE TARGET IS A CREATURE, IT MUST SUCCEED ON A DC 16 STRENGTH SAVING THROW OR BE KNOCKED PRONE.    

FALSE APPEARANCE:

  WHILE THE GALEB DUHR REMAINS MOTIONLESS, IT IS INDISTINGUISHABLE FROM A NORMAL BOULDER.

Actions

SLAM:

  MELEE WEAPON ATTACK: +8 TO HIT, REACH 5FT, ONE TARGET. HIT: 12 (2D6+5) BLUDGEONING DAMAGE.    

ANIMATE BOULDER (1/DAY):

  THE GALEB DUHR MAGICALLY ANIMATES UP TO TWO BOULDERS IT CAN SEE WITHIN 60 FEET OF IT. A BOULDER HAS STATISTICS LIKE THOSE OF A GALEB DUHR, EXCEPT IT HAS INTELLIGENCE 1 AND CHARISMA 1, IT CAN’T BE CHARMED OR FRIGHTENED, AND IT LACKS THIS ACTION OPTION. A BOULDER REMAINS ANIMATED AS LONG AS THE GALEB DUHR MAINTAINS CONCENTRATION, UP TO 1 MINUTE (AS IF CONCENTRATING ON A SPELL).

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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