Galeb Duhr
Medium Elemental
, Neutral
• Armor Class: 16
• Hit Points: 85 (9d8+45)
• Speed: 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR |
DEX |
CON |
INT |
WIS |
CHA |
20 (+5) |
14 (+2) |
20 (+5) |
11 (+0) |
12 (+1) |
11 (+0) |
• Condition Immunities:
exhaustion, paralyzed, poisoned, petrified
• Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
• Senses:
darkvision 60 ft., tremorsense 60 ft.
• Languages:
Terran
• Challenge:
6 (2300 XP)
• Environments:
Cave, Dungeon, Mountain, Planar, Underground
• False Appearance:
While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
• Rolling Charge:
If the galeb duhr rolls at least 20 ft. 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.
Actions
• Slam:
Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
• Animate Boulders (1/Day):
The galeb duhr magically animates up to two boulders it can see within 60 ft. 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) .