Galeb Duhr (CR 9)
Medium Elemental (Earth)
Alignment: Always neutral
Initiative: -3 (Dex); Senses: tremorsense and darkvision 60 ft.
AC: 22 (-3 Dex, +15 natural), touch 7, flat-footed 22
Hit Dice: 8d8+40 (76 hp); DR: 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: 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)
Source:
Monster Manual II
Galeb duhrs are among the oddest creatures that an adventurer can encounter, but they are seldom dangerous. They live only in the mountains and seldom, if ever, venture onto other terrain. It is not known whether galeb duhrs can reproduce on the Material Plane, or whether the ones found there have all come from the Elemental Plane of Earth.
To all appearances a galeb duhr is a living boulder with two dark, brooding eyes, a mouth, and rough-hewn appendages that serve as hands and feet. The typical galeb duhr stands about 4 feet tall, though advanced versions can reach heights of up to 16 feet.
When sitting perfectly still (an activity that occupies much of its time), a galeb duhr is nearly indistinguishable from the surrounding stone - so much so that many travelers walk right past one without realizing it. Galeb duhrs do love to sing, however, and occasionally their deep, resonant, slow, and often palpably sad songs reveal their presence. The frequency of much of their singing falls below the range of human hearing but the subsonic tones can be felt through the ground for many miles and tend to make horses nervous.
As one might imagine, galeb duhrs are slow-moving, slow to anger, slow to action, and always take the long view. They have no known enemies except time. Now and then reckless monsters or adventurers attack them, hoping to acquire either gems or information about where to find rich veins of gold or other precious ore. Such attempts are generally doomed before they even begin. Galeb duhrs do know all there is to know about their mountain homes, both aboveground and below, but forcing them to give up those details is difficult in the extreme.
To further complicate matters, galeb duhrs are quite territorial, even to the point of feeling protective about rocks and boulders, in much the same way that a treant feels responsible for the forest in which it lives. Anyone damaging, destroying, or even mining the mountains near a galeb duhr's home often discovers some very staunch opposition.
Combat
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.