Galeb Duhr

Medium elemental, Neutral

Armor Class16 (natural armor)
Hit Points85 (9d8 + 45)
Speed15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STRDEXCONINTWISCHA
20 (+5) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 11 (+0)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancesbludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiespoison
Condition Immunitiesexhaustion; paralyzed; petrified; poisoned
Sensesdarkvision 60 ft., tremorsense 60 ft., passive Perception 11
LanguagesTerran
Challenge6

Traits

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 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

Slam.

Melee Attack Roll: +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 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 concentration on a spell).