Galeb Duhr (CR 9)
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/Possessions: No coins; standard goods (gems only); standard items (potions only)
Monster Manual II
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.
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.
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.
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.