Homebrew Galeb Duhr Species Details
Steady, patient, and thoughtful, the Galeb Duhr are a stony elemental race that aren't traditionally very interested in adventurering. But the monster statblock has some fun abilities that I thought could work really well on a playable race, so here's my attempt at translating those.
Galeb Duhr Traits
You were infused by your creator with a variety of traits that you share with other Galeb DuhrAbility Score Increase
Your Constitution increases by 2, and your Strength increase by 1.
Age
Galeb Duhr are born as fully developed young adults and age very slowly. A careful Galeb Duhr can maintain their body for thousands of years, but the harshness of adventuring life means that Galeb Duhy adventurers tend to only live for around 750 Years.
Elemental
Your creature type is Elemental.
Darkvision
Your gemstone eyes easily reflect the light of dim caves and caverns. You have Darkvision to a range of 60 feet.
Speed
Your base walking speed is 25 feet.
Rolling Stone
You are capable of curling into a boulder to roll at terrific speeds. You can start rolling as a bonus action on your turn as long as your speed is greater than 0. While moving in this way you gain the following effects:
- Your walking speed increases by 15 feet, or 20 feet if you're rolling down hill.
- Moving across non-magical difficult terrain costs you no extra movement.
- You gain resistance to bludgeoning, piercing and slashing from non-magical attacks
You continue rolling until the end of your turn. This feature ends early if your speed ever drops to 0 or if Boulder Crash is used. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Boulder Crash
While rolling, if you move at least 20 feet in a line before making contact with a creature, you stop rolling and the creature must make a Strength saving throw. The DC is 10 + your proficiency bonus + your Strength modifier. On a failure the creature takes [roll]1d6[/roll] bludgeoning damage and is either knocked prone or pushed 5 feet away from you (your choice). On a success, it takes half as much damage and suffers no additional effects. This damage increases to 2d6 at level 5, 3d6 at level 11 and 4d6 at level 17.
Rock Solid
You have advantage on saving throws you make to resist being pushed, pulled, or knocked prone.
False Appearance
While you remain motionless, you are indistinguishable from a normal boulder.
Geobiology
You don't need to eat, drink or breathe.
Languages
You speak Common and Terran.
Previous Versions
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4/9/2023 6:16:47 AM
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Coming Soon
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