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Monster Manual, p. 139

Galeb Duhr CR: 6

Medium elemental, neutral
Armor Class: 16 (natural armor)
Hit Points: 85 (9d8 + 45) 9d8+45
Speed: 3 sq.

STR

20 +5

DEX

14 +2

CON

20 +5

INT

11 +0

WIS

12 +1

CHA

11 +0

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: exhaustion, paralyzed, petrified, poisoned
Senses: darkvision 12 sq., tremorsense 12 sq., passive Perception 11
Languages: Terran
Challenge Rating: 6 ( 2300 XP)

False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.   Rolling Charge. A galeb duhr gains a 6 squares speed when rolling, which increases to 12 squares if rolling downhill. If the galeb duhr rolls at least 4 squares 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 Weapon Attack: 1d20+8 to hit, reach 1 sq., one target. Hit: 12 ( 2d6+5 ) bludgeoning damage.   Animated Boulder - Galeb Duhr (1/Day). The galeb duhr magically animates up to two boulders it can see within 12 squares 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).


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