Page 140 - Monster Manual [11th Print]
P. 140
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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