Galeb Duhr (CR 9)

Medium Elemental (Earth)
Alignment: Always neutral
Initiative: -3 (Dex); Senses: tremorsense

AC: 22 (-3 Dex, +15 natural), touch 7, flat-footed 22
Hit Dice: 8d8+40 (76 hp); DR: 10/magic
Fort +11, Ref -1, Will +7
Speed: 10 ft., burrow 10 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +7
Attack: Slam +7 melee
Full Attack: 2 slams +7 melee
Damage: Slam 1d6+1
Special Attacks/Actions: Spell-like abilities
Abilities: Str 13, Dex 5, Con 20, Int 11, Wis 16, Cha 12
Special Qualities: elemental traits, freeze, SR 21
Feats: Combat Casting; Iron Will; Negotiator
Skills: Concentration +9, Diplomacy +3, Knowledge (geography) +7, Perform (sing) +7, and Sense Motive +11
Advancement: 9-12 HD (Medium-size), 13-18 HD (Large)
Climate/Terrain: Any mountain
Organization: Solitary pair or tumble (3-5)
Treasure: No coins; standard goods (gems only); standard items (potions only)

Source: Monster Manual II


Galeb duhrs are usually solitary creatures, though they occasionally live with a few of their own kind. When approached, a galeb duhr can easily make it itself noticed. When irritated into combat, however, it attacks with its slams.

Spell-Like Abilities: At will - animate objects (stone only), 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): A galeb duhr is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60-foot range).

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

Tremorsense (Ex): A galeb duhr can automatically sense the location of anything within 300 feet that is in contact with the ground.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.