1d6 Galeb Duhr
Here’s a few options on how to flesh out the 1d6 Galeb Duhr from my Random Mountain Encounters. Instead of the standard way of just counting how many of the creature to encounter, here’s a list of unique different types of the creature. You can roll on here multiple times if you feel like it, or just go with a single roll.
Galeb Duhr are earth-aligned fae spirits, and often have alliances with fae creatures in their region.
Sandstone is the softest of stones, a sedimentary stone that can be broken or carved without even using tools. Galeb Duhr who are formed of sandstone are often very young, but are also very cautious. Sandstone Galeb Duhr tend to avoid most other sentient races as much as possible, due to the risk that such people represent to them.
Sandstone tend to be very interested in working behind the scenes to build up infrastructure and stable workings, because they’re trying to make up for their own inherent weaknesses. However, some very small number of Sandstone Galeb Duhr decide that the best way to deal with their own weakness is to make others weak. These deviants still tend towards working behind the scene, but they do so towards coralling and containing the carbon-based life forms.
Instead of the Rolling Charge ability of standard Galeb Duhr, Sandstone may have a variant ability:
Sand Through the Hourglass. The Galeb Duhr can move through a space as narrow as 1 inch wide without squeezing. It can also move through a hostile creature’s space, but cannot stop there.
Marble is a metamorphic form of Limestone, which means that they seem to feel as if they are more “advanced” and “fancy” than other breeds. They tend to think of themselves as the skilled artisans of the Galeb Duhr species. These Galeb Duhr sometimes have an alternate ability to the standard Animate Boulder ability that they can use at will:
Reshape the Stone (Recharge 5-6). This ability acts as if the Galeb Duhr casts the Stone Shape spell.
Gneiss is a metamorphic form of Granite, which is already one of the hardest forms of stone. Gneiss Galeb Duhr consider themselves the solid base upon which Galeb Duhr society is built, and are frequently leaders, in as much as the Galeb Duhr have organized societies. If you’re randomly rolling a Gneiss, they should be in a group with at least 1d4 other Galeb Duhr.
Some Gneiss give up their Rolling Charge ability in exchange for a +2 bonus to their natural armor class, and an additional 19 (3d8+15) hit points.
Limestone is an easily worked sedimentary stone, which is still solid enough to be used architecturally. It is also the predominant mineral found in caves and sinkholes. Limestone Galeb Duhr are very active, and work well with humans, elves, dwarves and the other sentient races. While they tend towards friendship with the “good” races, they frequently also enter into alliances with Goblins, Kobolds, Lizardmen, Orcs, and other sentient species.
Limestone Galeb Duhr are “chatty” by Galeb Duhr standards, which doesn’t mean much by human standards, but a significant portion of Limestone Galeb Duhr give up their Animate Boulder ability in exchange for an alternate ability that they can use at will:
Stone Tell. The Galeb Duhr gains the ability to speak with stones, which can tell the Galeb Duhr details about who or what is touching the stone, who or what has touched it recently, and what it might be covering, or on the other side of the stone.
Basalt is an igneous volcanic rock which makes up a large portion of the earth’s crust. While not as hard and unforgiving as Gneiss, Basalt is hard and heavy, and acts as the warrior caste of the Galeb Duhr.
Basalt sometimes give up their Animate Boulder ability to instead master an ability to raise a barrier of boulders about themselves.
Boulder Barrier (1/day). The Galeb Duhr creates a swirling cloud of heavy boulders surrounding itself in a circular wall. The wall lasts as long as the Galeb Duhr concentrates, up to 10 minutes. It extends up to 20 feet high, and 5 feet thick. The wall provides three-quarters cover to the Galeb Duhr, and makes the spaces surrounding it difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 bludgeoning damage. On a successful save, the creature takes half as much damage.
Pumice are one of the few breeds of Galeb Duhr who can explore the surface of the sea, and thus make up the “mariners” of Galeb Duhr society. Because the denser Galeb Duhr can walk on the bottom of bodies of water, most Galeb Duhr regard their Pumice relatives as flighty and fanciful.
Pumice Galeb Duhr are much faster on their feet than their more stolid relatives. They have a normal speed of 30 ft. (45 ft. when rolling, 60 ft. rolling downhill).