# Galeb Duhr >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >slams: 1d4 (×2) > >Melee/Ranged: +9/+5 > >Secondary: +4/+0 > >Multiattack: +7/+3 > >M/R_PA: +9/+5 > >2nd/PA: +4/+0 > >MA_PA: +7/+3 > >Itterative: 2 > > xDmg:: Str: +1; Str2: +1; StrOH: +0; StrPA: +1; StrPA2H: +1; StrPAOH: +0 > > xDCs:: Str: 15; Dex: 11; Con: 19; Int: 14; Wis: 17; Cha: 15 > > xFeat:: 3/4 (1) > > xClasSkil:: Diplomacy, Knowledge (geography), Knowledge (nobility), Perception, Perform, Sense Motive > > SaveDiff:: +/- 4 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Galeb Duhr</div> <div class="CR">CR 9 (6,400 XP)</div> <div class="SOU">Monster Manual 2</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Medium Outsider (earth, elemental) **Init** -3 **Senses** darkvision 60 ft., tremorsense 300 ft.; **Perception** +14 #### defense **AC** 22, 7 touch, 25 flat-footed (-3 Dex, +15 natural) **hp** 80 (8d10+40) **Fort** +7, **Refl** +3, **Will** +11 **Feint** 24, **Demoralize** 21 **DR** 10/magic; **SR** 20 #### offense **Speed** 10 ft., burrow 10 ft. **Melee** 2 slams +9 (1d4+1) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** freeze, tremorsense **Spell-Like Abilities** (CL 20th; Concentration +21) > **At will**— animate objects (stone only), stone shape > **1/day**— move earth, passwall, transmute rock to mud, wall of stone #### statistics **Str** 13, **Dex** 5, **Con** 20, **Int** 11, **Wis** 16, **Cha** 12 **BAB** +8, **CMB** +9, **CMD** 16, **TA** +9, **RTA** +5 **Feats** [[Combat Casting]], [[Iron Will]], [[Negotiator]] **Skills** Diplomacy +9, Knowledge (geography) +8, Knowledge (nobility) +8, Perception +14, Perform +9 (sing), Sense Motive +14 **Languages** #### special abilities ### Freeze (Ex) A galeb duhr can hold itself so still that it appears to be a boulder. An observer must succeed at a Perception 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.