Medium Elemental, Neutral
AC 16 (Natural Armor)    Initiative +2 (12)
HP 85 (9d8 + 45)
Speed 15 ft., Burrow 30 ft. When Rolling, Swim 60 ft. when rolling downhill
Mod Save
STR 20 +5 +5
DEX 14 +2 +2
CON 20 +5 +5
Mod Save
INT 11 +0 +0
WIS 12 +1 +1
CHA 11 +0 +0
Resistances Slashing from Nonmagical Attacks, Bludgeoning, Piercing
Immunities Poison; Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 11
Languages Terran
CR 6 (XP 2,300; PB +3)
Traits

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

Multiattack. The galeb duhr makes two attacks: one with its Slam and one with its Crystal Spikes.

Slam. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Crystal Spikes. Ranged Weapon Attack. +8 to hit, range 60 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Animate Crystals (1/Day). The galeb duhr magically animates up to two crystalline shards it can see within 60 ft. of it. A crystalline shard is a Small elemental with an AC of 15, 20 hit points, and a speed of 10 ft. It has the same damage resistances and immunities as the galeb duhr. It has a single melee attack: Slam: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. A shard remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).

Habitat: AnyMountain

joshuahonea91

Comments

Posts Quoted:
Reply
Clear All Quotes