This site is games | books | films

Ghul

This repulsive humanoid has pale whilte skin and thick black hair. 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.

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.

On this Thread

Ghul, Lesser
Medium undead (Shapechanger)
Hit Dice3d12 (19 hp)
Initiative+6
Speed30 ft. (6 squares), burrow 5 ft.
Armor Class17 (+2 Dexterity, +4 natural, +1 insight), touch 13, flat-footed 15
Base Attack/Grapple+1/+3
AttackClaw +3 melee (1d4+2)
Full Attack2 claws +3 melee (1d4+2) and bite +1 melee (1d8+1)
Space/Reach5 ft./5 ft.
Special AttacksDiminished change shape, spell-like abilities
Special QualitiesDamage reduction 5/cold iron or magic, Darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, undead traits
SavesFort +1, Ref +3, Will +3
AbilitiesStrength 14, Dexterity 15, Constitution —, Intelligence 8, Wisdom 10, Charisma 12
SkillsBluff +4, Concentration +5, Disguise +5*, Intimidate +4, Move Silently +5, Spot +4
FeatsImproved Initiative (B), Multiattack, Persuasive
EnvironmentWarm deserts and mountains
OrganizationSolitary or pack (2-6)
Challenge Rating2
TreasureStandard
AlignmentAlways neutral evil
AdvancementBy 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 Dice4d12 (26 hp)
Initiative+6
Speed50 ft. (10 squares), burrow 10 ft.
Armor Class20 (+2 Dexterity, +4 natural, +4 insight), touch 16, flat-footed 18
Base Attack/Grapple+2/+6
AttackClaw +6 melee (1d6+4)
Full Attack2 claws +6 melee (1d6+4) and bite +4 melee (2d6+2)
Space/Reach5 ft./5 ft.
Special AttacksCreate spawn, diminished change shape, spell-like abilities
Special QualitiesDamage reduction 5/cold iron or magic, Darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, slow fall, +2 turn resistance, undead traits
SavesFort +1, Ref +3, Will +8
AbilitiesStrength 18, Dexterity 15, Constitution —, Intelligence 16, Wisdom 19, Charisma 19
SkillsBluff +13, Concentration +11, Diplomacy +6, Disguise +11 (+13 acting), Intimidate +15, Jump +12, Move Silently +9, Spot +11
FeatsImproved Initiative (B), Multiattack, Persuasive
EnvironmentWarm deserts and mountains
OrganizationSolitary or pack (2-6)
Challenge Rating3
TreasureStandard
AlignmentAlways neutral evil
Advancement5-8 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.

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 30 ft.

Skills: Great mountain ghuls have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).

Scroll to Top