“Demon, Ghul: The Shapeshifting Corpse-Eater of Deserts and Ruins”
The Ghul is a cunning, corpse-devouring demon of deserts and graveyards, a shapeshifting predator whose hunger and malice make it one of the deadliest flesh-eaters of the wastes.

A Ghul is a gaunt, hyena-like humanoid with pallid, leathery skin stretched taut over wiry muscle and bone. Its limbs are elongated and end in taloned hands made for tearing flesh, and its jaws are filled with jagged, yellowed teeth. When enraged or feeding, its eyes flare with a sickly green glow, and its form ripples unnaturally, as though its flesh strains to contain the demon within.
Behaviour
Ghul are cunning, patient predators that delight in deception and fear. They haunt the outskirts of civilization, observing travelers and grave-robbers alike, often mimicking voices or disguising themselves as humans to lure victims. Though savage when they strike, Ghul are intelligent and cruel, savoring terror as much as blood.
Habitat
These creatures thrive in arid wastes, ancient necropolises, and cursed battlefields—places steeped in death and desolation. A Ghul’s lair is marked by shallow graves, scattered bones, and the stench of decay, often hidden beneath ruins or dunes.
Modus Operandi
Ghul prefer ambush and deceit over open combat. They stalk prey under the guise of lost travelers or wounded survivors, then strike with sudden ferocity—rending, paralyzing, and dragging victims into darkness. Against armed foes, they use surprise, mobility, and necrotic enchantments granted by infernal patrons.
Motivation
Driven by an endless hunger for mortal flesh and life-essence, a Ghul feeds not only to sustain itself but to stave off the decay of its cursed form. Many scholars claim each Ghul was once a mortal cannibal who bargained with demonic powers, now doomed to an eternity of hunger, deception, and servitude to darker lords.
Ghul 5e 2024
Ghul, Pathfinder
Ghul 3.5
Ghul Stalker of the Wastes

Medium fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 127 (15d8 + 60)
Speed 40 ft., burrow 10 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) |
Saving Throws Dex +6, Con +7, Wis +5, Cha +6
Skills Deception +6, Insight +5, Perception +5, Stealth +6, Survival +5
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., tremorsense 30 ft., passive Perception 15
Languages Abyssal, Common; telepathy 60 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Shapeshifting Predator.
As an action, the Ghul can magically alter its appearance to resemble any Small or Medium humanoid it has seen. Its statistics remain unchanged. This illusion is flawless until the Ghul attacks, feeds, or takes radiant damage, at which point brief glimpses of its true form flicker through.
Corpse Eater.
If the Ghul spends 1 minute devouring a humanoid corpse, it regains 20 (4d10) hit points. Any humanoid slain and consumed by the Ghul rises as a ghoul under its control after 24 hours, unless the remains are sanctified.
Sunlight Sensitivity.
While in sunlight, the Ghul has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting (Fiendish).
The Ghul’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It requires no components.
- At will: disguise self, thaumaturgy
- 3/day each: cause fear, darkness, inflict wounds
- 1/day each: bestow curse, greater invisibility, vampiric touch
Actions
Multiattack.
The Ghul makes two attacks: one with its claws and one with its bite.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 9 (2d8) necrotic damage. The Ghul regains hit points equal to the necrotic damage dealt.
Desert Ambush (Recharge 5–6).
As a bonus action, the Ghul melds into sand, dust, or loose earth, becoming hidden until it moves or attacks. While submerged, it has tremorsense 30 ft., advantage on its next attack roll within 1 minute, and can’t be targeted except by magic that reveals invisibility.
Reactions
Feign Humanity.
When targeted by a melee attack from a creature that can see it, the Ghul distorts its features into a familiar or pleading visage. The attacker must succeed on a DC 14 Wisdom saving throw or have disadvantage on that attack roll.
Legendary Actions
The Ghul can take 2 legendary actions, choosing from the options below. Only one may be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
- Detect. The Ghul makes a Wisdom (Perception) check.
- Stalk. The Ghul moves up to half its speed without provoking opportunity attacks.
- Luring Howl (Costs 2 Actions). The Ghul emits an eerie, hyena-like shriek. Each creature of its choice within 30 feet that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn.
Combat Tactics
The Ghul begins encounters concealed or in disguise, striking when prey is isolated. It opens with darkness or cause fear to sow confusion, then paralyzes the weakest target and drags it beneath the sand to feed. When pressed, it uses greater invisibility and its burrow speed to reposition. Against radiant or holy foes, the Ghul retreats into shadow, using its Luring Howl to separate and terrorize survivors before returning for the kill.
Ghul

This emaciated, hyena-faced fiend crouches over a half-buried corpse, its glowing eyes gleaming with malicious hunger as it tears into the flesh beneath a pallid moon.
Ghul CR 8
XP 4,800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 120 ft., tremorsense 30 ft.; Perception +18
DEFENSE
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
hp 110 (13d10+39)
Fort +11, Ref +10, Will +8
DR 10/good; Immune poison; Resist acid 10, cold 10, fire 10
SR 19
OFFENSE
Speed 40 ft., burrow 10 ft.
Melee 2 claws +18 (1d8+6 plus paralysis), bite +18 (1d8+6 plus energy drain)
Space 5 ft.; Reach 5 ft.
Special Attacks corpse eater, energy drain (1 level, DC 18), luring howl (DC 18), paralysis (1d4+1 rounds, DC 18), spell-like abilities
Spell-Like Abilities (CL 10th; concentration +13)
At will—disguise self, detect magic, deeper darkness, invisibility (self only)
3/day—cause fear (DC 15), inflict serious wounds (DC 17), vampiric touch
1/day—bestow curse (DC 18), unholy blight (DC 18)
STATISTICS
Str 22, Dex 15, Con 16, Int 12, Wis 14, Cha 17
Base Atk +13; CMB +19; CMD 31
Feats Improved Initiative, Power Attack, Weapon Focus (claw), Vital Strike, Toughness, Step Up, Improved Natural Attack (claw)
Skills Bluff +19, Disguise +19, Intimidate +19, Perception +18, Sense Motive +16, Stealth +18, Survival +16
Languages Abyssal, Common; telepathy 100 ft.
ECOLOGY
Environment warm deserts, wastelands, or graveyards
Organization solitary or pair (rarely cult leader with 2–6 lesser ghouls)
Treasure standard (tattered robes, ritual jewelry, trinkets, and cursed relics)
SPECIAL ABILITIES
Corpse Eater (Su)
By consuming the flesh of a freshly slain humanoid, a ghul heals 5d10 hit points and gains the benefits of haste for 1 minute. A body devoured in this way cannot be raised by raise dead or resurrection unless consecrate or hallow is first cast upon its remains.
Luring Howl (Su)
As a standard action, the ghul unleashes an eerie, hyena-like shriek that twists through the desert wind. All living creatures within 60 feet that can hear it must succeed at a DC 18 Will save or become frightened for 1 round and shaken for 1d4 additional rounds. This is a sonic, mind-affecting fear effect.
Paralysis (Su)
Those hit by a ghul’s claw must succeed at a DC 18 Fortitude save or be paralyzed for 1d4+1 rounds. Elves are immune to this effect. The save DC is Constitution-based.
Shapeshifting Predator (Su)
A ghul can alter its appearance as alter self at will. The transformation lasts until the ghul attacks or takes holy damage, at which point its monstrous form briefly flickers through the illusion.
Sunlight Vulnerability (Ex)
In natural sunlight, the ghul is sickened and its regeneration ceases. It often hides beneath sands or ruins during daylight hours.
Energy Drain (Su)
A creature hit by a ghul’s bite gains one negative level (DC 18 Fortitude save to remove after 24 hours).
TACTICS
Before Combat The ghul uses disguise self or invisibility to scout prey from afar. It prefers ambush and trickery over direct confrontation.
During Combat The ghul opens with deeper darkness or unholy blight, paralyzes foes with claws, and drags victims away to feed. It focuses on clerics and paladins first, using bestow curse and cause fear to weaken divine opposition.
Morale The ghul retreats below the sands using invisibility and burrow when reduced below 25% hit points, waiting for nightfall to strike again.
DESCRIPTION
Ghuls are fiends of famine and desecration, shapeshifting demons born from those who once fed upon the dead. In their true forms, they resemble gaunt humanoids with hyena-like heads, leathery gray skin, and eyes that smolder with infernal hunger. Their laughter echoes across dunes and graveyards alike, drawing travelers to their doom.
Though solitary by instinct, ghuls sometimes rule over tribes of lesser undead or mortal cannibals, posing as prophets or gods of hunger. Scholars whisper that every ghul was once a mortal cursed for defiling sacred burial grounds, condemned to eternal starvation beneath the moonlit wastes.
Ghul

This repulsive humanoid has pale whilte skin and thick black hair. Its ears and feet are those of a hyena. Bushy eyebrows droop over its eyes, and its jaw juts out prominently. Its hands bear wicked claws.
Ghul are a diabolic class of jinn capable of constantly changing form. The ghul stalks the desert, trying to distract travellers, and, when successful, kills and eats them. Since they can change form their presence is not easily noted. However, they can be detected by one sign – they leave the tracks of an ass in whatever form they take. The only defense against a ghul is to strike it dead in one blow. A second blow will only bring it back to life again. The ghul are considered female.
Originally Posted by Shade of the En World forums.
| Ghul, Lesser | |
| Medium undead (Shapechanger) | |
| Hit Dice | 3d12 (19 hp) |
| Initiative | +6 |
| Speed | 30 ft. (6 squares), burrow 5 ft. |
| Armor Class | 17 (+2 Dexterity, +4 natural, +1 insight), touch 13, flat-footed 15 |
| Base Attack/Grapple | +1/+3 |
| Attack | Claw +3 melee (1d4+2) |
| Full Attack | 2 claws +3 melee (1d4+2) and bite +1 melee (1d8+1) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Diminished change shape, spell-like abilities |
| Special Qualities | Damage reduction 5/cold iron or magic, Darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, undead traits |
| Saves | Fort +1, Ref +3, Will +3 |
| Abilities | Strength 14, Dexterity 15, Constitution —, Intelligence 8, Wisdom 10, Charisma 12 |
| Skills | Bluff +4, Concentration +5, Disguise +5*, Intimidate +4, Move Silently +5, Spot +4 |
| Feats | Improved Initiative (B), Multiattack, Persuasive |
| Environment | Warm deserts and mountains |
| Organization | Solitary or pack (2-6) |
| Challenge Rating | 2 |
| Treasure | Standard |
| Alignment | Always neutral evil |
| Advancement | By character class or to great ghul (see text) |
| Level Adjustment | +6 |
Lesser ghuls form the bottom of the hierarchy of ghuldom, standing only a notch above Ghouls. Divs tend to take them as slaves, forcing them into menial labor.
Unlike great ghuls, lesser ghuls cannot create new ghuls from slain janni. In fact, some powerful genies seem to have discovered how to create lesser ghuls from humanoids as well as jann. They are much less likely to become magi, and are more likely to become rogues. Lesser ghuls can be promoted to great ghuls by efreet and other powerful genies, although the methods used to do so are unknown.
Like great ghuls, most lesser ghuls are females, and all are talented shapeshifters. And, like their greater kin, their feet always remain those of a donkey in any form. They generally dress in black wool abas and matching silk burqas, which mask all but their eyes. They color their fingertips red with henna as a sign of subservience.
Lesser ghuls are rarely found on their own, as most are slaves to great ghuls and evil genies.
Although undead creatures, lesser ghuls derive great pleasure from feeding upon carrion. Ghuls delight in devouring the flesh of their victims and sucking the marrow from the bones.
A lesser ghul stands 6 feet tall and weighs only around 120 pounds. Its pale white skin is always cold and clammy.
Lesser ghuls speak Abyssal, Common, Infernal, and one elemental language (Aquan, Auran, Ignan, or Terran).
COMBAT
If forced to fight, lesser ghuls battle with tooth and nail, and use their invisibility and shocking grasp abilities to maximum effect.
Diminished Change Shape (Su): A lesser ghul can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that the ghul cannot transform the appearance of its feet. The ghul therefore only gains a bonus of +6 to Disguise checks when using this ability to Disguise itself.
Light Sensitivity (Ex): Lesser ghuls are dazzled in bright sunlight or within the radius of a daylight spell.
Otherworldly Insight (Ex): Lesser ghuls have an insight bonus to Armor Class equal to their Charisma modifiers (+1 for a typical lesser ghul).
Spell-Like Abilities: At will—invisibility (self only), shocking grasp. Caster level equals twice ghul’s Hit Dice (6th for a typical lesser ghul). The save DCs are Charisma-based.
Mountain Ghuls
Some ghuls have adapted to life in mountain terrain. They lack the burrow speed of the standard desert variety, but gain a Climb speed of 10 ft.
Skills: Mountain lesser ghuls have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
Ghul, Great
| Ghul, Great | |
| Medium undead (Shapechanger) | |
| Hit Dice | 4d12 (26 hp) |
| Initiative | +6 |
| Speed | 50 ft. (10 squares), burrow 10 ft. |
| Armor Class | 20 (+2 Dexterity, +4 natural, +4 insight), touch 16, flat-footed 18 |
| Base Attack/Grapple | +2/+6 |
| Attack | Claw +6 melee (1d6+4) |
| Full Attack | 2 claws +6 melee (1d6+4) and bite +4 melee (2d6+2) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Create spawn, diminished change shape, spell-like abilities |
| Special Qualities | Damage reduction 5/cold iron or magic, Darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, slow fall, +2 turn resistance, undead traits |
| Saves | Fort +1, Ref +3, Will +8 |
| Abilities | Strength 18, Dexterity 15, Constitution —, Intelligence 16, Wisdom 19, Charisma 19 |
| Skills | Bluff +13, Concentration +11, Diplomacy +6, Disguise +11 (+13 acting), Intimidate +15, Jump +12, Move Silently +9, Spot +11 |
| Feats | Improved Initiative (B), Multiattack, Persuasive |
| Environment | Warm deserts and mountains |
| Organization | Solitary or pack (2-6) |
| Challenge Rating | 3 |
| Treasure | Standard |
| Alignment | Always neutral evil |
| Advancement | 5-8 HD (Medium); 6-12 HD (Large) or by character class |
| Level Adjustment | +6 |
This repulsive humanoid towers over seven feet tall. Its skin is pale whilte, while its hair is thick and black. Its ears and feat are those of a donkey. Bushy eyebrows droop over its eyes, and its jaw juts out prominently. Its hands bear wicked claws.
Great ghuls are undead formed from the cruelest, vilest members of an inferior order of janni. They are reviled by all geniekind, and efreet and other evil genies often force them into servitude. Greater ghuls treat lesser ghuls, Ghouls, and Ghasts in a similar manner.
Most great ghuls are females, which tend to beguiling and seductive. Both males and females are excellent actors and liars. Great ghuls are talented shapeshifters, but their feet always remain those of a donkey in any form. They often accentuate their disguises with makeup, clothing, and jewelery. They often wear black abas and burqas, and color their fingers with henna. Jewelry includes silver rings with turquoise settings (khamzars) on their little fingers, strings of golden beads (kitbats) woven into their hair, and bracelets of glass beads in bright colors (dalags). They are particularly fond of perfumes and other scents, which they use to masks the unpleasant odor of undeath.
Many great ghuls are giften in the arcane arts, and these ghul mages take levels in arcane spellcasting classes. Many also become sha’irs (see Dragon Compendium Volume One). Genies particularly despise ghul mages that pursue the path of sha’irs, for they resent and fear the powers gained over geniekind. Ghul mages tend to focus on necromancy or elemental magic (favoring Air, Eath, and Fire). They rarely utilize Water magic.
Great ghuls make their lairs in secluded ruins or caves in desolate deserts. Great ghuls tend to form packs with their siblings, but those who become ghul mages lead solitary, secretive existences. Shapeshifting has become second nature to ghuls, so they rarely stay in their natural forms for long, even within their homes among others of their kind.
Great ghuls tend to avoid contact with other races, except when boredom sets in. At these times, great ghuls travel in disguise among humanoid nomads and travelers, playing pranks and leading them astray. Despite their inherently evil nature, they occasionally assist humanoids in conflicts againts genies. If a great ghul finds a quest interesting, it may offer aid without any expectation of reward.
Although undead creatures, great ghuls derive great pleasure from feeding upon carrion. Ghuls delight in devouring the flesh of their victims and sucking the marrow from the bones.
A great ghul stands over 7 feet tall and weighs only around 150 pounds. Those that pursue the paths of the ghul mage are often 10 feet tall. Its pale white skin is always cold and clammy.
Great ghuls speak Abyssal, Common, Infernal, and one elemental language (Aquan, Auran, Ignan, or Terran).
COMBAT
Great ghuls fight with powerful jaws and wicked claws. They use their invisibility and shocking grasp abilities to maximum effect.
Create Spawn (Su): Any janni slain by a great ghul becomes a free-willed great ghul in 1d4 rounds. They do not possess any of the abilities they had in life.
Diminished Change Shape (Su): A great ghul can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that the ghul cannot transform the appearance of its feet. The ghul therefore only gains a bonus of +6 to Disguise checks when using this ability to Disguise itself.
Light Sensitivity (Ex): Great ghuls are dazzled in bright sunlight or within the radius of a daylight spell.
Otherworldly Insight (Ex): Great ghuls have an insight bonus to Armor Class equal to their Charisma modifiers (+4 for a typical great ghul).
Slow Fall (Ex): A great ghul possesses the slow fall ability of a monk of a level equal to ghul’s Hit Dice (20 feet for a typical great ghul).
Spell-Like Abilities: At will—invisibility (self only), shocking grasp. Caster level equals twice ghul’s Hit Dice (8th for a typical great ghul). The save DCs are Charisma-based.
Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
Ecology of the Ghul

Origins and Nature
Legends tell that the first Ghul was once a mortal driven to cannibalism amid a great famine. In its desperation, it consumed the flesh of the dead and drew the gaze of the demon-lord Yeenoghu. As punishment—or perhaps dark reward—it was cursed with eternal starvation, its soul devoured and remade into a fiend condemned to wander the wastes, feeding upon corpses and the unwary alike. In every desert or forgotten necropolis, the sand still remembers its passing.
From this primeval horror came the Ghuls—the eldest strain of Yeenoghu’s hunger, forged from mortal intellect and abyssal appetite. While common ghouls retain a cunning born of starvation, Ghuls possess a colder, deliberate awareness: they savor their hunger as both curse and creed. Their forms are mutable and grotesque—lean and sinewy one moment, stretching into hyena-like or lupine shapes the next, their flesh twisting in cruel imitation of Yeenoghu’s feral visage. No Ghul’s body ever rests easily; its skin ripples and reforms ceaselessly, as though struggling to remember what it once was.
Mind and Hunger
Unlike their lesser kin, Ghuls possess a terrible cunning. They remember language, tactics, and deceit. A Ghul’s hunger is not blind gluttony but a creed—a philosophy of dominance through consumption. They devour to understand, to claim, and to desecrate. Many believe that eating a mortal’s flesh grants them that soul’s memories and strength, a blasphemous echo of Yeenoghu’s own mythic consumption of spirits.
Hierarchy of the Carrion Faith
Ghuls see themselves as the high priests of hunger, standing above ghouls, gnolls, and mortal cannibals alike. They organize their followers into cults known as Carrion Covens, each ruled by a Ghul who interprets Yeenoghu’s will through ritual feasting, slaughter, and prophecy. Beneath them prowl packs of ghouls—mindless yet loyal—and gnolls who view the Ghul as both prophet and predator.
In these covens, hunger is worship. Starvation is prayer. The act of feeding is holy.
Desert Kings and the Schism of Hunger
Not all Ghuls remain obedient to Yeenoghu. Some, swollen with pride and blasphemy, claim that Yeenoghu’s madness is weakness—that the truest form of hunger is control, not frenzy. These renegades proclaim themselves Desert Kings, divine predators who claim dominion over death and famine.
Each Desert King rules from a necropolis throne surrounded by mummified ghouls, undead jackals, and petrified idols of themselves. They wage an eternal spiritual war against Yeenoghu’s faithful, whispering to mortals that hunger can be mastered, even weaponized.
Habitat and Influence
Ghuls dwell where life thins: bleached deserts, ancient burial grounds, plague-ravaged cities, and demon-tainted wastelands. Wherever hunger gnaws at civilization’s edge, a Ghul’s shadow eventually falls. They can exist among mortals for generations, hiding behind masks of nobility or priesthood, feeding in secret until famine follows in their wake.
The sight of circling hyenas or sudden mass starvation often marks a Ghul’s presence—an omen that hunger itself has taken flesh.
Relations with Ghouls and Gnolls
Ghouls revere the Ghuls as divine intermediaries—“the mouths that speak the will of the Maw.” They obey instinctively, often used as enforcers or acolytes. Gnolls, meanwhile, see Ghuls as rivals and priests both; some serve them, others hunt them, each reflecting Yeenoghu’s chaotic court.
Philosophy of Devouring
To a Ghul, hunger is not merely physical—it is metaphysical truth. They believe the multiverse exists only to be consumed, piece by piece, until only the devourer remains. In this belief lies the Ghul’s greatest horror: their hunger is not madness, but doctrine.
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