Great Ghul
Medium Undead

Hit Dice: 6d12 (26 hit points)
Initiative: +8 (+4 dex, +4 improved initiative)
Speed: 40 ft, burrow 5ft, climb 30 ft
AC: 20 (+4 dex,  +6 natural armor)
Attacks: Claw +9, Claw +9, Bite +9
Damage: Claw 1d6+6, Bite 2d6 +6
Face/Reach: 5 ft/ 5 ft
Special Attacks: Shocking Grasp
Special Qualities: Damage reduction 5/+1; Undead creation, bestow invisibility, shapechange, Fall reduction, Plane Shift, telepathy, fire resistance 30, elemental endurance
Saves:   Fort +4, Ref +2, Will +4
Abilities: Str 22 (+6) Dex 18 Con – Int 14  Wis 15  Cha 15
Skills: Appraise +8, Bluff +8, Concentration +7, Craft (any two) +7, Disguise +8, Escape Artist +6, Listen +8, Move Silently +14, Ride +6, Sense Motive +6, Spot +8
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Mobility

Climate/Terrain: Any desert and underground
Organization: Solitary, pair, or pack (3)
Challenge Rating: 6
Alignment: Neutral Evil
Advancement: By character class or 7-9 HD (medium), 10-18 HD (large)

The great ghuls are undead elemental cousins of the genies, the most wicked members of an inferior order of Jann.

They haunt burial grounds and feed on dead human bodies.  They are usually female, and all great ghuls are beguiling and seductive shapechangers.  No matter what form they take, however, their feet always remain those of a donkey, though they often wear special boots or long robes to conceal this aberration.  Ghuls delight in devouring the flesh of their victims and then sucking the marrow from the bones.

Great Ghuls have thick hair and bushy eyebrows that often droop over their eyes.  Their hands end in clawed fingers, and their feet (and sometimes their ears) are those of a donkey.  Their jaws jut out and are powerfully muscled.  Their pale white skin is always cold and clammy, and they have the hunched posture of their lesser cousins.  Great Ghuls are aware of how their looks repulse other creatures and are eager to disguise their true appearance with cosmetics, clothes and jewelry.  While most great ghuls stand over 7' tall, those that are mages typically stand about 10' tall.  In their polymorphed forms they are often smaller..

Great Ghuls serve the genies (when required), but lord it over the ghouls, who are considered unrefined and unreliable.  Great ghuls who become sha'ir are very secretive; the other genies resent and fear the ghuls' power over them.  Such great ghuls are often destroyed when their homes are discoverd.  Sometimes great ghuls help humans and others who seek help against other genies, and sometimes they help in quests they find interesting, and they do this without expectation of reward.

Combat
Great ghuls attack with their claws and their powerful jaws.

Shocking Grasp (Sp): Just like the spell in PHB, done at a level = HD.  (DC 14)

Create Undead (Su): Only Jann slain by great ghuls become ghuls themselves; all other races are simply slain and devoured.

Bestow Invisibility (Sp): Can make others invisible at will.

Shapechange (Sp): As the polymorph self spell, done at will.  Shapeshifting has become a habit for the great ghuls, who rarely keep their own form, even in their lairs.  They are excellent actors and liars.  They are also incurable tricksters.

Fall Reduction (Ex): All great ghuls take half damage from any fall.

Plane Shift (Sp): The great ghul can enter any of the elemental planes, the astral plane or the material plane.  This ability transports the great ghul and up to six other creatures, provided they link hands with the ghul lord.

Telepathy (Sp): A great ghul can communicate telepathically with any creature within 100 feet that has a language.

Elemental Endurance (Ex): Great ghuls can survive on the Elemental Planes for up to 48 hours.  After that the plane inflicts 1 pt of damage per additional hour until the great ghul is destroyed or returns to the Material Plane.

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