# 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.