Medium Elemental, Neutral | |||||||||||||||||||||||||||||||||||||||||||||||
AC 16 Initiative +2 (12) | |||||||||||||||||||||||||||||||||||||||||||||||
HP 123 (13d8 + 65) | |||||||||||||||||||||||||||||||||||||||||||||||
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill) | |||||||||||||||||||||||||||||||||||||||||||||||
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Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned | |||||||||||||||||||||||||||||||||||||||||||||||
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11 | |||||||||||||||||||||||||||||||||||||||||||||||
| Languages Primordial (Terran) | |||||||||||||||||||||||||||||||||||||||||||||||
| CR 6 (XP 2,300; PB +3) | |||||||||||||||||||||||||||||||||||||||||||||||
Actions | |||||||||||||||||||||||||||||||||||||||||||||||
Avalanche Slam. Melee Attack Roll: +8, reach 5 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature and the galeb duhr moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Bludgeoning damage and has the Prone condition. Animate Boulders (1/Day). The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores of 1 and lacks this action. The boulder takes its turn immediately after the galeb duhr on the same Initiative count, and it obeys the galeb duhr. A boulder remains animate for 1 minute or until it or the galeb duhr dies. | |||||||||||||||||||||||||||||||||||||||||||||||
| Source: MM'25, page 127. | |||||||||||||||||||||||||||||||||||||||||||||||
Galeb Duhr
Characters
Abilities
Unorganised
Darkvision - Racial Feat
Darkvision 60 ft.
If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.
Tremorsense - Racial Feat
A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.
Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight.