Galeb Duhr

Medium Elemental , Neutral
• Armor Class: 16
• Hit Points: 85 (9d8+45)
• Speed: 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)

20 (+5) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 11 (+0)

• Condition Immunities: exhaustion, paralyzed, poisoned, petrified
• Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
• Senses: darkvision 60 ft., tremorsense 60 ft.
• Languages: Terran
• Challenge: 6 (2300 XP)
• Environments: Cave, Dungeon, Mountain, Planar, Underground

• False Appearance: While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.

• Rolling Charge: If the galeb duhr rolls at least 20 ft. 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.


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

• Animate Boulders (1/Day): The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) .