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
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
11 (0)
WIS
12 (+1)
CHA
11 (0)
Damage Immunities
poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
exhaustion, paralyzed, poisoned, petrified
Senses
darkvision 60 ft., tremorsense 60 ft.
Languages
Terran
Challenge
6 (2,300 XP)
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 ft. 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 ft. 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) .