Homebrew Galeb Duhr Species Details

The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered in rocky terrain.

Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Earth. Some galeb duhr also form naturally in places touched by that plane. The galeb duhr is imbued with greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area.

A galeb duhr doesn’t age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard’s tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time.

A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn’t return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn’t regard as threats.

A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace.

Galeb Duhr Traits

Your galeb duhr has the following racial traits befitting your rocky complexion.

Ability Score Increase

Your Constitution score increases by 2. In addition, one other ability score of your choice increases by 1.

Creature Type

You are an Elemental.

Size

You are Medium.

Speed

Your base walking speed is 15 feet. When not moving uphill, you can use a bonus action to roll into a ball, increasing your speed by 15 feet, or 45 feet when rolling downhill. You can not take the Dash action during the same turn.

Pillar of Fortitude

Your stone body gives you remarkable resilience, represented by the following benefits:

  • You don’t age or need to eat, drink, or breathe.
  • You are immune to disease, poison, and petrification.
  • You don’t need to sleep, and magic can’t put you to sleep.

Stone Guardian

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 appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Stone Shell

You have a base AC of 16 (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.

Hands of Stone

You can use your stone appendages to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage.

Rolling Charge

If you roll at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, the target takes an extra 2d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

False Appearance

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

Animate Boulder

As an action, magically animate a boulder you can see within 60 feet of you. A boulder shares your statistics and traits, except it has Intelligence 1 and Charisma 1, it can’t be charmed or frightened, it can't cast spells, and it lacks this action option. A boulder remains animated as long as you maintain concentration, up to 1 minute (as if concentrating on a spell). Once you use this trait, you can’t use it again until you finish a long rest.

Darkvision

You can see in dim light within 30 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Tremorsense

You can detect and pinpoint the origin of vibrations within 10 feet of you, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

Languages

You can speak, read, and write Common, Terran, and one other language of your choice.

Previous Versions

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3/20/2024 6:51:08 AM
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7/22/2024 2:52:06 AM
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