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Galeb Duhr?
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<blockquote data-quote="Grazzt" data-source="post: 2399229" data-attributes="member: 7"><p>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.</p><p></p><p>However, in Tome of Horrors 2 I inserted the Geon.....which is in fact the Galeb Duhr (Stone Guardian from Tomb of Abysthor). Enjoy...</p><p></p><p><strong>Geon</strong></p><p><strong>Large Elemental (Earth, Extraplanar)</strong></p><p>Hit Dice: 8d8+48 (84 hp)</p><p>Initiative: -1</p><p>Speed: 20 ft. (4 squares)</p><p>Armor Class: 22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22</p><p>Base Attack/Grapple: +6/+17</p><p>Attack: Slam +13 melee (2d8+7)</p><p>Full Attack: 2 slams +13 melee (2d8+7)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Animate boulders, spell-like abilities</p><p>Special Qualities: Cold vulnerability, damage reduction 5/—, darkvision 60 ft., elemental traits, freeze, immunity to electricity, resistance to fire 5, SR 15</p><p>Saves: Fort +12, Ref +1, Will +3</p><p>Abilities: Str 25, Dex 8, Con 22, Int 12, Wis 12, Cha 12</p><p>Skills: Hide +6*, Listen +13, Spot +13</p><p>Feats: Alertness, Power Attack, Weapon Focus (slam)</p><p>Environment: Elemental Plane of Earth</p><p>Organization: Solitary, gang (2-5), or colony (5-8)</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: 9-11 HD (Large); 12-24 HD (Huge)</p><p>Level Adjustment: —</p><p></p><p><em>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.</em></p><p><em></em></p><p><em>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.</em></p><p><em>Geons speak Terran and Common. A geon’s voice is low and rumbling, sounding like stones grinding together whenever the creature speaks.</em></p><p></p><p>Combat</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Skills: *A geon gains a +8 racial bonus to Hide checks against a background of stone or in rocky surroundings.</p></blockquote><p></p>
[QUOTE="Grazzt, post: 2399229, member: 7"] 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... [B]Geon Large Elemental (Earth, Extraplanar)[/B] 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: — [I]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.[/I] 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. [/QUOTE]
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