Page 140 - Monster Manual [11th Print]
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GALEB DUHR
                                                              Medium elemental, neutral

                                                              Armor Class 16 (natural armor)
                                                              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)   1 1   (+O)   1 2   (+l)   11  (+O)

                                                              Damage Resistances bludgeoning, piercing, and slashing from
                                                               nonmagical attacks
                                                              Damage Immunities poison
                                                              Condition Immunities exhaustion, paralyzed,
                                                               poisoned, petrified
                                                              Senses darkvision 60 ft., tremorsense 60 ft.,
                                                               passive Perception 11
                                                              Languages Terran
                                                              Challenge 6 (2,300 XP)

                                                              False Appearance. While the galeb du hr remains motionless, it
                                                              is indistinguishable from a normal boulder.
                                                              Rolling Charge.  If the galeb du hr 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  6   Strength
                                                                                                 1
                                                              saving throw or be knocked prone.
                                                              ACTIO  N  S
                                                              Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
                                                              Hit:  2   (2d6 + 5) bludgeoning damage.
                                                                 1
                                                              Animate Boulders (1/Day). The galeb du hr magically animates
                                                              up to two boulders it can see within 60 feet of it. A boulder has
            GA E B   D U H R                                  statistics like those of a galeb du  r , except it has  n telligence l
                 L
                                                                                     h
                                                                                                 I
                                                                        l
            The galeb duhr is a boulder-like creature with stumpy   and Charisma  ,   it can't be charmed or frightened, and it lacks
            appendages that act as arms and legs. It has the ability   this action option. A boulder remains animated as long as
            to animate the rocks and boulders around it, and is thus   the galeb duhr maintains concentration, up to l  m  i n u te (as if
            usually encountered in rocky terrain.             concentrating on a spell).
              Powerful magic allows a spellcaster to summon a
            galeb duhr from the Plane of Earth. Some galeb duhr   A galeb duhr is permanently bound to the Material
            also form naturally in places touched by that plane. The   Plane, so that when it dies, it doesn't return to the Plane
            galeb duhr is imbued with greater intelligence than most   of Earth. It has an excellent memory and is more than
            elementals, allowing it to better assess threats and to   happy to share information regarding its environment
            communicate with creatures entering its guarded area.   with creatures it doesn't regard as threats.
              Stone Guardian. A galeb duhr doesn't age or require   Stone Connection. A galeb duhr can become one with
            sustenance, making it an excellent sentinel. A powerful   the earth around it, allowing it to imbue nearby rocks
            druid might charge a galeb duhr with protecting a stone   and boulders with a semblance of life. The galeb duhr
            circle or sacred hilltop. Another galeb duhr might be   uses its animated boulders to frighten away interlopers
            created to guard an underground tomb or a wizard's   and defend whatever it has been charged to protect.
            tower. When it chooses to, the galeb duhr can make   When it needs to move close to those intruders, it
            itself look like an ordinary boulder, remaining perfectly   presses its limbs tight to its body and rolls forward at a
            still for years at a time.                        furious pace.                                  41

                                                                                                 GALEB DUHR
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