Homebrew Galeb Kore Species Details

Steadfast, loyal, and generally content, Galeb Kore are a slow but strong defenders. Known as the more adaptable but lesser cousins of Galeb Duhr, Galeb Kore's tend to prove themselves where they are needed most.

Galeb Kore Traits

Pressurized Perseverance, Dormant State, Senses, False Appearance, Might of the Mountain, Carapace of Stone

Ability Score Increase

Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Pressurized Perseverance

The weathering and harsh conditions your body went through to be formed has given you fortitude unlike most others, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to drink but you are capable of it. You also don't consume organic material for sustenance, instead you eat at least 5 pounds of minerals and/or rocks to meet the equivalent of a full meal.
  • You are immune to disease.
  • You don't need to sleep but magic can still put you to sleep.
  • You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.

Senses

You see as normal and you can choose to not have anything resembling eyes (You choose when you select this race). This does not give you blindsight. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Starting at 5th level, as a bonus action, you can give yourself tremorsense within 30 feet. You can do this a number of times each day equal to your proficiency bonus. You regain all expended uses upon finishing a long rest.

Dormant State

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you are unconscious but you are able to perceive any vibrations out to a range of 10 feet so long as you are touching another surface that is connected to the vibrations.

False Appearance

While you remain motionless, you are indistinguishable from a normal boulder.

Might of the Mountain

Your innate magical essence from the elemental plane of earth manifests in the following forms:

  • You know the Mold Earth cantrip (Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip when you cast it with this trait (choose when you select this race).
  • You have bulky earthen hands that you use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Carapace of Stone

Your rocky body gives you a base AC of 18 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal. You have disadvantage on dexterity (stealth) checks meant to not make noise (as if you were wearing heavy armor).

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. The Terran dialect of Primordial is a recommended and thematic language choice.

Previous Versions

Name Date Modified Views Adds Version Actions
6/1/2025 8:21:49 PM
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