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Galidroo

Huge · Monstrosity · CR 12 · Neutral Evil

Armor Class
17 (natural armor)
Hit Points and Hit Dice
172 (15d12+75)
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
13
+1
CON
20
+5
INT
11
+0
WIS
18
+4
CHA
14
+2

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Neutral Evil
XP 8400
Initiative Bonus +1

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Burrow 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 90 ft (27.4 m)
Passive Perception 18

Saving Throws

Constitution +9 Wisdom +8

Skills

Perception +8

Languages

Deep Speech, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Immunities
psychic
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion

Traits

Aura of Lassitude

A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can’t use reactions, its speed is halved, and it can’t make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo’s Aura of Lassitude for the next 24 hours.

Selective Precognition

The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can’t use these spells to gain information about itself or its personal future or past.

Two-Headed

The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Actions

Bite

+10 to hit, reach 10 ft (3 m). Hit: 2d10+6 piercing damage.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw

+10 to hit, reach 5 ft (1.5 m). Hit: 2d6+6 slashing damage.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Multiattack

The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Prophetic Screech

Recharge 5–6

The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tail

+10 to hit, reach 15 ft (4.6 m). Hit: 3d6+6 bludgeoning damage.

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.

About Galidroo

Galidroo is a huge monstrosity with a Challenge Rating of 12. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 172 hit points (derived from 15d12+75).

Galidroo has communication capabilities including Deep Speech, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Galidroo

2 tips available

When using Galidroo in your D&D 5e campaign, consider these tactical approaches:

  • Burrowing Tactics: This creature can burrow at 20 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Galidroo

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Burrowing Defense: This creature can burrow at 20 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 12.

Solo Encounter:

A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 15,600 XP
  • Hard: 23,400 XP
  • Deadly: 31,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Galidroo?
Galidroo has a Challenge Rating of 12, making it appropriate for parties of level 12.0.
What type of creature is Galidroo?
Galidroo is a Huge Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Galidroo speak?
Galidroo can communicate in Deep Speech, telepathy 60 ft..

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