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GALEB DUHR, Temple of Elemental Evil ToEE


Galeb Duhr ToEE


Galeb Duhr is an enemy monster in Troika's cRPG of 2003, Temple of Elemental Evil. Resembling boulders with arms and legs, galeb duhr are ancient earth elementals that live under mountains. A colony of these rock-lords are encountered on the Earth node in the bowels of the Temple:


What makes galeb duhr troublesome to new players is their damage reduction coupled with a deep hitpoint pool, solid AC and various acute physical-based immunities (crits, sneaks), as well as the fact that eleven are thrown at the party in one combat encounter. In short, they are supertankers. Also, they pop up out of the earth in a surprise attack before shambling towards the party, which probably won't be prepared for them if the player is on their maiden run of ToEE.

Galeb Duhr Stats



  • Attack: +11 (5 base + 6 Strength) [Co8: 6 base +1 Strength]
  • Damage: 1d8 +6 slam/bludgeoning [Co8: 1d6 +1 slam/bludgeoning]
  • Defense: 129 HPs, AC 28, DR 15/Adamantine, SR 15 [Co8: 60-90 HPs, AC 22, DR 10/Magic, SR 21]
  • Immunities: Critical Hits, Sneak Attack, flanking, Holy, Unholy, Axiomatic, Anarchic, Wounding etc.
  • No. encountered: 11

How to Beat Galeb Duhr


We need to overcome galeb duhr damage reduction and/or spell resistance; the latter much easier to overcome than the former.

To counter their DR, a two-handed weapon wielded with a high Strength score only takes us to the point of doing damage, and Power Attack can barely be employed due to their AC.

Below: A mighty Half-orc warrior is only able to inflict 5 dmg, or 4% of its total HPs:


Weapons enchanted with elemental damage work well: dual-wielding Rogues can tear through Galeb duhr if wielding such.

SR is much more easily overcome: we can simply bombard with Empowered elemental spells. If we have Spell Penetration and GSP, all the better.

Elemental evocations (Fireball & Cone of Cold):


Galeb duhr are erroneously susceptible to mind-affecting/sleep. For example, Deep Slumber [l-3] works on them. Here we see one waking up another that fell to its effects:


Possible improvements:

  • It probably should not be possible to employ Invisibility in order to sneak up on the galeb duhr, as they sport innate tremorsense at up to 300 ft. 
  • According to TSR 9147, the "calebs duhr" should be immune to lightning [cite: p.116].
  • Have the galeb duhr wait until the party has moved above them - then have them pop out of the ground, within the party's ranks.
  • Remove their erroneous susceptibility to mind-affecting/sleep (fixed by Co8).

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