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Ghul

Draped in fine dark robes, this undead creature's body seems to be made of equal parts bone, leathery flesh, and blood-red smoke.

Ghul CR 5

XP 1,600
CE Medium undead (shapechanger)
Init +2; Senses darkvision 60 ft.; Perception +15

DEFENSE

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 51 (6d8+24)
Fort +8, Ref +4, Will +7
DR 5/good; Immune undead traits; Resist fire 10

OFFENSE

Speed 40 ft., climb 20 ft.
Melee bite +10 (1d6+6), 2 claws +10 (1d4+6 plus bleed)
Special Attacks bleed (1), cursed claws, rend (1d6+6)

STATISTICS

Str 22, Dex 15, Con —, Int 14, Wis 15, Cha 18
Base Atk +4; CMB +10; CMD 22
Feats Great Fortitude, Power Attack, Step Up
Skills Bluff +10, Climb +18, Diplomacy +7, Disguise +11, Intimidate +11, Perception +15, Stealth +11, Survival +8 (+16 when following tracks); Racial Modifiers +4 Perception, +8 Survival when following tracks
Languages Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal)
SQ change shape (hyena; does not detect as undead in this form; beast shape I), genie-kin

SPECIAL ABILITIES

Cursed Claws (Ex)

A ghul's claws count as both cold iron and magic for the purpose of bypassing damage reduction.

Genie-kin (Ex)

For all race-related effects (such as a ranger's favored enemy), a ghul is considered a genie even though its type is undead.