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GhulCreature 5


CEMediumGenieGhulUndead
Source Pathfinder Book of the Dead
Perception +13 (darkvision, scent (imprecise) 30 feet)
Languages Common, Necril, One Planar Language (typically Aquan, Auran, Ignan, Or Terran)
Skills Athletics +11, Deception +14, Diplomacy +12, Intimidation +12, Stealth +12, Survival +11
Str +5, Dex +1, Con +2, Int +2, Wis +2, Cha +5

AC 21; Fort +13; Reflex +10; Will +13;
HP 85 (negative healing)
Speed 30 feet (climb 20 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Good 5
Resistances Fire 5

Jaws One Action +15 (+10, +5) to hit (magical) 2d8+4 Piercing
Claw One Action +15 (+11, +7) to hit (agile, magical) 2d8+4 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

The ghul takes on the appearance of a Small or Medium Hyena. This doesn't change its Speed or Strikes. Effects or abilities that detect the presence of undead don't reveal the ghul as an undead while in this form.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Devour Flesh Two Actions (manipulate)

Requirements The ghul has a creature Grabbed or Restrained;


Effect The ghul attempts to eat a portion of the grabbed creature's flesh. It makes a jaws Strike against the grabbed creature. On a success, the ghul successfully devours some of the flesh and regains 3d6 Hit Points. The grabbed creature becomes Drained 1 (or Drained 2 if the jaws Strike was a critical success). The violent consumption requires the ghul to release the creature as it feasts. A ghul can regain Hit Points from consuming the flesh of a given creature only once per hour; it must consume the flesh of a different creature to gain additional Hit Points during this time.

Luring Laugh Two Actions (enchantment, incapacitation, mental, primal)

Requirements The ghul is in its hyena shape;


Effect The ghul lets out an alluring chitter. Each creature in a 60-foot emanation must succeed at a DC 19 will save or become Fascinated, Flat-Footed, and compelled to move toward the ghul on the creature's turn. The effect lasts until the end of the ghul's next turn, but the ghul can Sustain a Spell on Luring Laugh. If the ghul attacks, the fascinated condition ends for only the creature that's attacked. On a successful save, a creature is temporarily immune to Luring Laugh for 24 hours.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Legends claim the gods banished a number of evil, greedy, and gluttonous genies to the Material Plane in the early days of creation. There, the genies transformed into the first ghuls, cruel undead that feast on the flesh of the living. The greedy and gluttonous nature of the first ghuls lives on, cursing them with an insatiable need to consume. Ghuls haunt trade routes, cemeteries, and other locations with good hiding places and a regular influx of travelers. From here, ghuls use their abilities to confuse and captivate passersby, luring them toward dens where ghuls can feast on unsuspecting flesh. Unlike a ghoul, a ghul doesn't devour corpses—only live prey.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Genie

The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.