Great Ghul Species in The True Dark Ages | World Anvil

Great Ghul

Great Ghul CR: 6

Medium undead, neutral evil
Armor Class: 11 (natural armour)
Hit Points: 45 6d10+12
Speed: 30 ft , burrow: 30 ft , climb: 30 ft

STR

18 +4

DEX

12 +1

CON

16 +3

INT

18 +4

WIS

12 +1

CHA

8 -1

Saving Throws: Int +4
Skills: Intimidate +4, Stealth +5
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical weapons
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poison
Senses: Darkvision 60 ft, passive Perception 12
Languages: Common (Arabic, Urdu, and Persian)
Challenge Rating: 6

Innate Spellcasting. The Greater Ghul is an innate spellcaster using Intelligence as their spell casting ability (Spell save DC 14, spell attack bonus is +5). They can cast the following spells, using no material components.

At will: Cantrip: Minor Illusion.   1st Level: Charm Person, Disguise Self, Sleep.   2nd Level: Alter Self, 

1/day: 6th Level: Programmed Illusion.   9th Level: Shapechange, True Polymorph.

2/day: 4th Level: Polymorph.   5th Level: Cone of Cold.

3/day: 3rd Level: Major Image, Sleet Storm.


Undead Nature. The Ghul does not need air, water, or sleep.   Light Sensitivity. The Ghul has disadvantage on all rolls when in sunlight.   Ghoul Leader. The Ghul can call forth 2d6 Ghouls or 1d6 Ghasts as an action. This happens only once every 24 hours and the Ghul needs to complete a long rest to be able to use this again.

Actions

Multiattack: The Ghul can make two claw attacks, or one claw attack and one bite attack.   Claw. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 11 2d6+4 slashing damage.   Bite. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 14 [roll:3d6+4} piercing damage.

Great Ghuls are undead elemental cousins of the Jinn, belonging to an inferior race of them. Regularly haunting burial grounds, they feed on the corpses interred there. Usually female, they are shapeshifters and will appear to travellers (especially males) as beautiful seductresses. This is done in the hope of getting a fresh kill to eat. No matter what form they take, their feet are those of donkeys and will wear modified shoes or boots, and usually long clothing to mask this. They have long thick hair & eyebrows with the latter drooping over their eyes. Sometimes they have donkeys ears, and the hair is used to cover these. Their hands end in sharp claws, and their lower jaws jut out and are strongly muscled for eating flesh & breaking bones to suck the marrow out. Their pale white skin is cold and clammy and they are hunched over. Because of this they have a few innate spells that help to catch their prey.   Since both humans & other Jinn hate & fear them, they regularly hide in desolate graveyards, and near mountains with caves. Also, they regularly use their innate magic to hide themselves regularly.

Suggested Environments

Deserts, mountains, graveyards.


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