Medium elemental, neutral
- Armor Class
- 16 (natural armor)
- Hit Points
- 85 (9d8 + 45)
- Speed
- 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
- Challenge
- 6 (2,300 XP)
- Damage Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison
- Condition Immunities
- exhaustion; paralyzed; petrified; poisoned
- Senses
- darkvision 60 ft., tremorsense 60 ft., passive Perception 11
- Languages
- Terran
Traits
While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
If the galeb duhr rolls at least 20 feet 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.
Actions
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
The galeb duhr magically animates up to two boulders it can see within 60 feet 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).