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Converting Al-Qadim and Oriental Adventures creatures

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Ghul-kin, Soultaker
CLIMATE/TERRAIN: Any land
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Night
DIET: Scavenger
INTELLIGENCE: Exceptional (15-16)
TREASURE: C
ALIGNMENT: Neutral evil
NO. APPEARING: 1-3
ARMOR CLASS: 0
MOVEMENT: 18, Sw 12
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK: 1d6/1d6/2d6 or special
SPECIAL ATTACKS: Possession
SPECIAL DEFENSES: Immune to non-wooden weapons
MAGIC RESISTANCE: Nil
SIZE: M (8-10' tall)
MORALE: Champion (15-16)
XP VALUE: 6,000

The ghul-kin are related to the great ghuls, and like them are undead jann. Unlike their cousins, ghul-kin are differentiated into two distinct types, Soultakers and Witherers. While they prefer to feed on dead human bodies, ghul-kin find no pleasure in haunting burial grounds. They are far more social creatures than their cousins and often interact with mortals and even live among them undetected for long periods of time. Their greatest desires are to rule over a cowed mortal population, to corrupt mortals and use them as their servants, to have a steady supply of victims whose bodies they can devour, and to achieve enough personal power and learn enough secrets to successfully control other genies.

Like their cousins the great ghuls, ghul-kin are shapechangers. They will usually assume attractive, seductive shapes, though they occasionally take on forms designed to look virtuous or wise. They may even assume the appearance of a real person they have seen at least once, though there is always something not quite right about such impersonations (eyes the wrong color, incorrectly shaped ears, etc.). If they have heard the person speak, they can perform a mimicry of the voice, achieving a close approximation.

In their true forms, both male and female ghul-kin are 8 to 10 feet tall, with long, gangly arms and legs. They have thick, tangled hair, bone-white pock-marked skin, clawed hands, and powerful jaws filled with sharp yellow teeth. Their eyes shine with a feral light, and their ears are sharply pointed. Ghul-kin exude an unpleasant odor and are rubbery and cold to the touch. They usually take great pains to disguise both their repulsive appearance and odor in order to move about in society undetected.

Combat: Ghul-kin attack with their claws and powerful jaws. They can forgo these attacks in order to make a special attack if they wish. The special attack and its results are different for each type of ghulkin (see below). They can use each of the following spell-like abilities at will: invisibility and polymorph self. Being undead, they are immune to sleep, charm, hold, and cold-based magic and are unaffected by paralyzation or poison. Soultakers can be turned as spectres, while Witherers are turned as vampires. Both suffer 2d6 points of damage from holy water. They are able to function in daylight, though they suffer a -1 to their attack rolls and saving throws when in bright sunlight. Jann slain by ghul-kin become ghul-kin themselves.

Ghul-kin are immune to the binding and capturing powers of sha’irs. All ghul-kin have the ability to become sorcerers, sha’irs, or priests, and all can use any magic items usable by wizards or priests.

Ghul-kin take perverse delight in collecting magic items capable of doing them harm, carefully hiding them where others cannot find them. They are always searching for genie-control devices.

Habitat/Society: Ghul-kin live wherever they find it convenient to do so. They often live in cities and even engage in trade without their neighbors being aware of their true natures. They prefer to live in small family units and often form a pack with lone great ghuls. In such cases, the ghul-kin usually occupy the positions of leadership. They disdain common ghouls, finding them far too unrefined.

Ghul-kin enjoy fine clothing, elegant furnishings, and jewelry. They appreciate art and often have their dwelling places elaborately tiled or painted. Though they usually defer to the dominant style of clothing worn wherever they reside, the materials will always be the finest available and the clothing expertly tailored. Though they have no desire for normal food, they are fond of wine and seem to enjoy highly spiced meats and stews. They love all scents and perfumes, from bath soaps to sachets, and their tastes tend toward the exotic frangipani or frankincense for its superiority in covering their own unpleasant smell.

Ecology: Ghul-kin serve genies when forced to but try to avoid contact with their more powerful cousins unless they believe they have the upper hand. The chief motivations of ghul-kin are personal power and entertainment. Being undead, they have no limit on the time they can spend perfecting a plan or setting up an elaborate base of operations. Most of them are accomplished actors and delight in playing a role they have developed for years. Sooner or later, however, the ghul becomes bored and has to reveal itself to friends and neighbors. Such revelations are often followed by a great slaughter as the ghul-kin seeks to kill anyone who has learned its secret. They revel in establishing cults and secret societies where they can control mortals and lead them astray while only marginally concealing their true natures.

Some few ghul-kin help mortals who seek them out and flatter them or offer them genie-controlling devices. Some have been known to repay a kindness a mortal paid to them while they were disguised. All ghul-kin react more positively to those mortals who are both polite and respectful.

Soultakers: Soultakers are slightly smaller than witherers, rarely reaching 10 feet in height. There is an equal chance that a soultaker will be male or female. Though they look down upon great ghuls as being lesser cousins, soultakers are themselves subservient to their witherer kin. Because they must often subjugate their own desires and plans to those of their greater brethren, soultakers are often frustrated.

For this reason, they are the more vicious of the two types of ghul-kin. They gain great satisfaction from possessing a victim and forcing that victim to obey their every whim. They feel some of the anger, terror, and despair their victims experience and enjoy knowing that it is their will which causes such misery for the poor possessed slave. Soultakers may become wizards or priests of up to 7th level (providing the god they serve accepts them). They are immune to nonwooden weapons.

Soultakers have a special attack form which they can use in lieu of making their normal attack. In order to use it, however, the soultaker must make an attack roll at a -3 penalty. If successful, the soultaker has kissed its victim on the lips. Victims who fail a saving throw vs. spell (at a -2 penalty) are possessed by a portion of the soultaker’s essence and fall under the ghul’s control. Though the victims’ minds are still present in their own bodies, they are helpless prisoners, unable to speak or make their plight known to others. Instead, the soultaker speaks and acts for its victims, always working to the detriment of its victims’ companions, though often in cunning and subtle ways.

Once the possession has occurred, the soultaker can control its victim at any range so long as they are both on the same plane of existence. If the victim is a spellcaster, the soultaker can use whatever spells the victim had memorized at the time possession took place but cannot force its victim to relearn or pray for new spells. Soultakers may possess and control one victim for every two points of Intelligence (rounded down). The possession may be detected by various means. First, any attempt to detect alignment on the victim will result in a reading of neutral evil. In addition, strangers react to the victim with distrust and suspicion, just as though he or she were under the effects of an evil eye. The victim may say or do evil things, and his or her behavior may undergo a radical change. He or she may even attack his or her own party without apparent cause. A sha.ir of 3rd level or above may detect that there is genie work connected with the victim; a hakima of 9th level or above may tell that the victim is possessed; a priest able to cast detect evil may learn that the victim is under the control of some evil force.

Several spells may be used to combat the effects of the possession. A protection from evil or protection from evil, 10. radius spell will keep the soultaker from exercising its control while the spell is in effect. An anti-magic shell will negate the possession if the victim is in the area of effect when the spell is cast, and remove curse will break the possession. Dispel evil cast on the victim will break the possession and cause 3-24 (3d8) points of damage on the soultaker. The soultaker will not willingly go near a priest or mosque, nor will anyone possessed by one. It will force the victim to fight to prevent the possession from being broken and may attempt to summon its possessed victim to its lair rather than allowing him or her to be freed of its influence.

Originally appeared in Corsairs of the Great Sea (1994).
 


Sure. Here's the great ghul's 2e statblock for comparison...

Ghul, Great
CLIMATE/TERRAIN: Desert, mountains
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Night
DIET: Scavenger
INTELLIGENCE: High (13-14)
TREASURE: C
ALIGNMENT: Neutral Evil
NO. APPEARING: 1-3
ARMOR CLASS: 0
MOVEMENT: 18 (Br 3 or Cl 12)
HIT DICE: 4
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS: Magic use, shapeshifting
SPECIAL DEFENSES: Spell immunities, +1 weapon to hit
MAGIC RESISTANCE: Nil
SIZE: M (7-10')
MORALE: Average (8-10)

So it looks like HD is 4 higher, Int is 2 higher, it has a swim speed rather than a burrow or climb speed, and the SAs and SQs are a bit different. Otherwise, they are fairly similar.
 

Probably physical stats should be the same then, and mental stats should be bumped by a few. Sound good to you?
 

Added to Homebrews.

I added +2 to all mental ability scores. Does that suffice?

I dropped slow fall, as their writeup didn't mention anything like it.
 

We should change the description of diminished change shape. A soultaker's still not got a perfect change shape, but it doesn't have to do with feet.

The soultaking ability... grapple + kiss = dominate? It seems more mind control and less magic jar to me.
 

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