Galeb Duhr?

Way back when Clark (Peterson) wrote Tomb of Abysthor, he included the Galeb Duhr (called Stone Guardians in the book). When we did Tome of Horrors I we converted the true stone guardian (from the 1e MM2), so we never included the galeb duhr/stone guardian.

However, in Tome of Horrors 2 I inserted the Geon.....which is in fact the Galeb Duhr (Stone Guardian from Tomb of Abysthor). Enjoy...

Geon
Large Elemental (Earth, Extraplanar)

Hit Dice: 8d8+48 (84 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +6/+17
Attack: Slam +13 melee (2d8+7)
Full Attack: 2 slams +13 melee (2d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Animate boulders, spell-like abilities
Special Qualities: Cold vulnerability, damage reduction 5/—, darkvision 60 ft., elemental traits, freeze, immunity to electricity, resistance to fire 5, SR 15
Saves: Fort +12, Ref +1, Will +3
Abilities: Str 25, Dex 8, Con 22, Int 12, Wis 12, Cha 12
Skills: Hide +6*, Listen +13, Spot +13
Feats: Alertness, Power Attack, Weapon Focus (slam)
Environment: Elemental Plane of Earth
Organization: Solitary, gang (2-5), or colony (5-8)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: 9-11 HD (Large); 12-24 HD (Huge)
Level Adjustment: —

Geons are natives of the Elemental Plane of Earth. They are sometimes summoned by powerful spellcasters to do their bidding, usually acting as protectors or guardians. Some, however, find their way to the Material Plane on their own when a portal between the two planes opens. On the Material Plane, geons are found in mountains, barren hills, and other rocky environments.

A geon appears as a large, boulder-like creature, though similar in a way to xorn. They have two large legs and feet, which also act as hands, allowing the geon to manipulate items with them. Two large recesses on its surface function as eyes. A geon has a large, wide mouth. Most geons have been given a task by an earth god and live to faithfully carry out that task.
Geons speak Terran and Common. A geon’s voice is low and rumbling, sounding like stones grinding together whenever the creature speaks.


Combat
Geons shun combat if possible, using their special abilities to hide in the surrounding earth. If the geon has a task and that task is threatened, the guardian does not hesitate to enter combat or use its abilities to animate boulders to attack its foes and create walls of stone to contain them.

Animate Boulders (Sp): A geon can animate rocks within 180 feet at will, controlling up to two rocks at a time. Boulders move at a speed of 10 feet and fight as a geon in all respects. Animated boulders lose their ability to move if the geon that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 15th), but affects rocks rather than trees. Animated boulders have the same vulnerability to cold that a geon has.

Spell-Like Abilities: At will—stone shape; 1/day—move earth, passwall, transmute rock to mud, wall of stone; caster level 20th; save DC 11 + spell level.

Elemental Traits (Ex): Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits; cannot be flanked; cannot be raised or resurrected, though a limited wish, wish, miracle, or true resurrection spell can restore it to life.

Cold Vulnerability (Ex): Geons take half again as much (+50%) damage as normal from cold, regardless of whether a save is allowed, or if the save is a success or failure.

Freeze (Ex): A geon can hold itself so still it appears to be a boulder. An observer must succeed at a Spot check (DC 30) to notice the geon is really alive.

Skills: *A geon gains a +8 racial bonus to Hide checks against a background of stone or in rocky surroundings.
 

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I've used them as sources of lore IMC. An entire wall made of the critters cemented together (but still able to talk) serves as a source of lore for a small village...slowly shaping it to their own needs, as well. They were put there by an ancient, legendary king, whose castle once stood at the spot, but has since collapsed...except for this wall. At least, that's what they say...
 

I, too, have used them as sources of lore. A side-trek could involve seeking out a Galeb Duhr (they're damn hard to Spot, y'know) to find out some specific bit of info.

In the Forgotten Realms supplement Underdark, there are a couple of mentions of galeb duhr. Can't remember the exact context, though. (And don't have my books in front of me.)
 

Joshua Randall said:
I, too, have used them as sources of lore.

Ditto for me. During my last big campaign, the PC's came across one who sat in a mountain river valley singing a dirge that was only just barely detectable to human ears. His song was about how those mountains were before they were stained by the evil blood of a long dead god. The resulting taint caused a Delver to go mad and bore a hole straight through the mountains as it tried to escape its insanity.

The resulting hole formed a very long tunnel beneath the mountains that now served as an underground highway, complete with a Toll Gate manned by the Duergar. The PC's found this hole to be an expedient way to get to their ultimate destination.

The best part of the whole thing is that the PC who did all the talking was the party Druid named...Speaks With Stone.
 

I've used them a few times, mostly in elemental related stories. My most memorable use was in one campaign where one of them was known as "The Rock of Jo-Brawl-Tar" ;) , a boulder sized standing stone that marked an ancient battle site. The Geleb Duhr knew many stories and legends about the area and it's people.

NewLifeForm
 

There were some OLD D&D trading cards, the only one of which I owned was the Galeb Duhr, so they are one of my favorite monsters. :)
 

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