Monster
Galeb Duhr
Official reference · MM · 2014
- Creature type
- Elemental
- Size
- Medium
- Armor class
- 16 (natural armor)
- Hit points
- 85 (9d8 + 45)
- Speed
- Walk 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
- Challenge rating
- 6
- Alignment
- Neutral
- Strength
- 20
- Dexterity
- 14
- Constitution
- 20
- Intelligence
- 11
- Wisdom
- 12
- Charisma
- 11
- Passive Perception
- 11
- Senses
- darkvision 60 ft., tremorsense 60 ft.
- Languages
- Terran
- Resistances
- resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- poison
- Condition Immunities
- exhaustion, paralyzed, petrified, poisoned
Traits
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 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.
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 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).