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Ghul Sorcerer 4

Ghul Sorcerer 4 CR 7

XP 3,200
Female ghul sorcerer 4
NE Medium undead (shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +18


AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 91 (10 HD; 6d8+4d6+50)
Fort +8, Ref +8, Will +10
DR 5/good; Immune undead traits; Resist cold 10, fire 10


Speed 40 ft., climb 20 ft.
Melee bite +13 (1d6+7), 2 claws +13 (1d4+7 plus bleed) or dagger +13 (1d4+7/19–20)
Ranged dagger +11 (1d4+7/19–20)
Special Attacks bleed 1, cursed claws, rend (2 claws, 1d6+10)
Bloodline Spell-Like Abilities (CL 4th; concentration +9)

8/day—elemental ray (1d6+2 cold)

Sorcerer Spells Known (CL 4th; concentration +9)

2nd (4/day)darkness
1st (8/day)burning hands (cold, DC 16), color spray (DC 16), memory lapse (DC 16), silent image (DC 16)
0 (at will)detect magic, ghost sound (DC 15), mage hand, mending, prestidigitation (DC 15), touch of fatigue (DC 15)

Bloodline Elemental (water)


During Combat She maintains her hyena or janni form unless she absolutely must drop the ruse and expose herself to her enemies. She attempts to sunder held or worn magic items, especially those that could damage or expose her, but switches to attacking spellcasters directly if this tactic proves ineffectual.

Morale If she believes she is in imminent danger of being exposed or falls below 20 hp, she drinks her potion of invisibility or casts darkness, then flees, using her dust of tracelessness to avoid leaving footprints.


Str 24, Dex 20, Con —, Int 18, Wis 13, Cha 20
Base Atk +6; CMB +13 (+17 sunder); CMD 28 (30 vs. sunder)
Feats Craft Wondrous Item, Eschew Materials, Greater Sunder, Improved Sunder, Power Attack, Step Up
Skills Appraise +13, Bluff +18, Climb +15, Diplomacy +15, Disguise +18, Knowledge (arcana) +13, Perception +18, Sense Motive +14, Spellcraft +14, Stealth +15, Survival +0 (+8 when following tracks); Racial Modifiers +4 Perception, +8 Survival when following tracks
Languages Abyssal, Auran, Common, Draconic, Ignan, Infernal, +1 additional
SQ bloodline arcana (change energy damage spells to match bloodline energy), bound by betrayal, change shape (hyena or janni; does not detect as undead in these forms; beast shape I or alter self, respectively), genie-kin
Combat Gear potions of inflict serious wounds (2), potion of invisibility, scroll of glitterdust, scroll of mage armor, scroll of sculpt corpse, scroll of summon swarm, wand of scorching ray (9 charges), wand of charm person (16 charges), tanglefoot bag; Other Gear dagger, dust of tracelessness (2), elemental gem (air), stone of alarm, 23 gp


Bound by Betrayal (Su)

She cannot move farther than 600 feet from the center of the oasis where she committed her fatal betrayal; if she is taken beyond this range, she can take no actions except move actions in the direction of the oasis. As a side effect of the curse holding her to the oasis, she can take the form of a living janni that resembles her appearance in life in the same way she can change shape into a hyena. When in this form, she does not detect as undead, but she retains her hoofed feet as a reminder of her treachery, a physical feature she goes to extreme lengths to hide.

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.