Homebrew Galeb Duhr Species Details

When galeb duhr were not moving, they could choose to appear exactly like a boulder, but when they opened their eyes or moved, one could see that they had dark, foreboding eyes, a wide mouth, and two appendages that acted as both hands and feet. When standing Galeb duhr ranged in size from four feet (one meter) in height to as large as sixteen feet (five meters). The makeup of a galeb duhr's body always matched the type of stone around which it lived. For example, those from areas with large amounts of quartz deposits might have a more quartz-like composition. Granite-like galeb duhr was the most common variety. Galeb duhr never had bodies made from sandstone or other such sedimentary rock. Galeb duhr spoke Terran, and some were reported to speak Giant and Dwarven.

They were very slow-moving creatures with a steady gait. It was not possible for them to hold anything in their "hands" while walking, but if they were "sitting" they could manipulate objects with their hands with surprising dexterity. Like other elemental creatures, Galeb duhr neither slept nor breathed. Some reported that galeb duhr ate rock, preferring granite and not liking the taste of sedimentary rock and that they only needed to eat once every two or three months. This was in fact not true. Galeb duhr gained nutrients simply from being in contact with their rocky environment. They grew from drawing sustenance from the element earth much like a plant grows by drawing sustenance in some sense from the sun.

Similar to how treants had an innate power over trees, so galeb duhr had control over the stone around them. They could magically move earth, shape stone, create openings in stone, and turn rocks into the mud. They could also create a wall of stone with their magic. Beyond these powers, they could also animate a number of boulders around them. These abilities were not spells; a galeb duhr simply had to will for them to happen. It was rumored that especially old galeb duhr or those living in mountainous places with a strong connection to the Elemental Plane of Earth had powers over stone even greater than these. A galeb duhr could sense motions through the ground of approaching creatures or objects which made it especially easier to catch creatures trying to steal their gems, A galeb duhr would typically avoid combat by vanishing into the ground by burrowing or through magic, or by simply not moving and appearing just like its surrounding rock. If annoyed by an intruder, however, a galeb duhr could be a powerful opponent, and would not hesitate to fight using its powerful control of the element of earth. They could also pummel an enemy with their rocky appendages, bite, or roll at them.

Galeb Duhr Traits

A boulder like creature native to the Elemental Plane of Earth. Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Stone Body

Your stone body and lack of any form of circulatory or respiratory system grant you certain advantages over other creatures. You do not need to eat, drink, sleep or breathe, and you do not age. You are immune to being petrified. However, your stone body also makes you very heavy and dense. You have no buoyancy and sink in water, you automatically fail any ability checks to swim or stay above quicksand. Your jump distance is halved.

Boulder Form

If the galeb duhr rolls at least 20 feet straight toward a target and then attacks 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. If you do not attack during that turn you will have to use a bonus action on your next turn to unfurl.

Golemancy

Upon taking this subclass you are able to spend 3 hours to create a golem, you must have access to at least a 5ft cube of raw materials (clay, stone, metal, etc.) Your golem will be of Medium size but can take any humanoid or beast shape you wish. if your golem is destroyed you can use the same process to recreate it. The golem's hit points 3d8(can increase with materials if dm agrees) + your INT modifier with an AC of 15. In combat, the golem shares your initiative count, but it takes its turn immediately after yours. If you spend more than 48 hours creating a golem you can infuse it with mending, flight, create or destroy water, mold earth, thorn whip. To infuse a spell you have to have a golem that is at least made with metal and intelligence more than 18 if your intelligence stat is less than that and it is attempted you will have to roll 1d8 if you roll above a 6 then you can successfully engrave the golem. 

Darkvision

 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.

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