
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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