GALEB DUHR – 5e stats

Medium elemental, neutral
Large elemental, neutral (suggested)

Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Hit Points (suggested) 95 (9d10 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)

Proficiency Bonus +3
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)11 (+0)12 (+1)10 (+0)

Saving Throws (suggested) Str +8, Con +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Damage Vulnerabilities (suggested) cold
Condition Immunities exhaustion, paralyzed, poisoned, petrified
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
Languages Terran
Challenge 6 (2300 XP)

False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.

Innate Spellcasting (suggested). The galeb duhr’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:

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

  • Multiattack (suggested). The galeb duhr makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  • Slam (suggested). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 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).

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A galeb duhr is a magical creature of stone that resembles an animated boulder. It has dark, foreboding eyes, a wide mouth, and two appendages that act as both hands and feet. It can vary in size from four to sixteen feet in height, depending on the type of stone it is made of. A galeb duhr’s body always matches the surrounding stone, making it almost indistinguishable from a normal boulder when motionless. A galeb duhr can also control the rocks and boulders around it, animating them as allies or weapons.

A galeb duhr is a curious boulder-like creature that is intelligent and slow-moving. It lives in rocky or mountainous areas where it can feel the earth power and manipulate the earth. When not moving, it looks like part of the terrain it lives in.

COMBAT

A galeb duhr is a formidable opponent in combat, especially in rocky terrain. It can roll at high speed toward a target and slam into it with great force, or hurl rocks with deadly accuracy. A galeb duhr can also use its innate magic to create walls, openings, or mud to hinder or trap its enemies. A galeb duhr’s most powerful ability is to animate up to two boulders within 60 feet of it, creating smaller versions of itself that obey its commands. These boulders have similar statistics to a galeb duhr, except they have very low intelligence and charisma.

A galeb duhr is resistant to nonmagical physical damage, and immune to poison and psychic damage. It cannot be charmed, frightened, paralyzed, petrified, or poisoned. It has darkvision up to 60 feet, and can communicate telepathically with other creatures of elemental earth. A galeb duhr is neutral in alignment, and does not seek out conflict unless provoked or threatened.

A galeb duhr is fairly solitary, preferring to live with a few of its own kind, and none of any other kind, including earth elementals. When approached, a galeb duhr is liable to avoid the encounter by disappearing into the ground. If chased or otherwise irritated, however, a galeb duhr does not hesitate to fight the intruder.

HABITAT / SOCIETY

A galeb duhr typically lives in mountainous regions, where it can blend in with the natural stone formations. It is very territorial and protective of its rocky home, and rarely shares its knowledge of the terrain with strangers. A galeb duhr feels a responsibility to tend to the smaller rocks and boulders around it, much like a treant tends to trees.

A galeb duhr can live for thousands of years, and has a vast memory of the history and secrets of the mountains. It reproduces by splitting off a part of its body and imbuing it with its essence, creating a new galeb duhr that is loyal to its parent. This process takes several years, and is only done when a galeb duhr feels the need to increase its numbers.

While galeb duhr seem to have no visible culture above ground, they are known to collect gems, which they find through their passwall ability. They sometimes have small magical items in their possession, evidently taken from those who attacked them to take their gems.

The “music” of the galeb duhr often provides the first evidence that these creatures are near — and usually the only evidence, as the unsociable galeb duhr are quick to pass into the ground when they feel the vibrations of approaching visitors.

Sitting together in groups, the galeb duhr harmonize their gravelly voices into eldritch tunes; some sages speculate that these melodies can cause or prevent earthquakes. Others argue that the low rumbling produced by these creatures is a form of warning to others in the group, but there is no conclusive evidence either way.

ECOLOGY

A galeb duhr does not need to eat, drink, or breathe, but it does require occasional exposure to sunlight to maintain its vitality. A galeb duhr can go dormant for long periods of time, appearing as an inert boulder until awakened by some stimulus.

A galeb duhr plays an important role in the ecology of the mountains, as it helps shape and maintain the landscape. A galeb duhr can detect seismic activity and warn other creatures of impending disasters. A galeb duhr can also create new paths or clear obstacles for travelers who earn its trust. A galeb duhr is revered by some cultures as a guardian spirit or an oracle of the earth.

Galeb duhr have no natural enemies, other than those who crave the gems they collect. Galeb duhr eat rock, preferring granite to other types, and disdaining any sedimentary type. The rocks they eat become part of the huge creatures; such a meal need take place only once every two or three months.

Besides the gems that they carry with them, galeb duhr are likely to know where many other gems are, as well as veins of precious metals, such as gold, silver, and platinum, though galeb duhr seem to have no interest in these minerals for themselves.

A few powerful mages have been able to bargain with the galeb duhr for this information. This is a difficult agreement to consummate, for the galeb duhr are valiant fighters, and usually have no difficulty in escaping from any harm if they are inclined to do so. Further, the galeb duhr are territorial, and would be irritated at any attempt to make use of this knowledge in their vicinity.

Galeb Duhr is employed as component to empower the following spells: