Galeb Duhr

Medium Elemental (Earth) — CR 9

()Updated 3.5

Galeb Duhr is a D&D 3.5 monster from —. CR 9, HD 8d8+40 (76 hp).

Hit Dice
8d8+40 (76 hp)
Initiative
-3
Speed
land 10 ft, 10 ft., burrow 10 ft.
Base Attack / Grapple
+6/+7
Attack
Slam +7 melee
Full Attack
2 slams +7 melee
STR
13
DEX
5
CON
20
INT
11
WIS
16
CHA
12
Fort / Ref / Will
+11 / -1 / +7
Challenge Rating
9
Alignment
Always neutral
Organization
Solitary pair or tumble (3-5)
Treasure
No coins; standard goods (gems only); standard items (potions only)
Level Adjustment
+5
Spell Resistance
21

Special Abilities

Freeze

Feats

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. 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.

Description

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. 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.