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Ghûl
   Medium-Size Monstrous Humanoid


Hit Dice: 2d8-2 (7 hit points average)
Initiative: +0
Speed: 30 feet
AC: 10
Attacks: Slam +2 melee, or Bite +2 melee
Damage: Slam 1d3 subdual, or Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved Grab (see blood frenzy below)
Special Qualities: Blooding, scent, blood frenzy, fear, low-light vision
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 10, Dex 10, Con 10, Int 8, Wis 12, Cha 14
Skills: Disguise +5, Hide +2, Knowledge (religion) +2, Listen +3, Move Silently +4, Spot +3
Feats: None

Climate/Terrain: Any Wilderness or Underground
Organization: Solitary, Pair (2), Group (1-6), Band (7-12), Coven (13-20)
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral Evil
Advancement Rating: As Character Class

The Ghûl are a degenerate humanoid race, once human, but who were outcast and driven from human civilizations for their repugnant customs and beliefs. The Ghûl dwell in hidden enclaves on the edges of human civilization, forever being driven further back into the wilderness. However, they plot their vengeance upon humans and their allies.

The Ghûl are human-like in shape and form, but they are essentially hairless and their flesh is nearly transparent, as is their blood and organs. Over time, their carnivorous diet has caused them to develop longer, sharper teeth, the better to rend flesh and bone.

Devout worshippers of Maragh'ghoul, the Ghûl were condemned for their religious practices. The Ghûl consume their dead, the basis of their outcast status, and now feed on the flesh and blood of other sentient beings. The Ghûl believe that they are superior to all other races, believing that they are the chosen people of Maragh'ghoul. Ghûl place great importance on retrieving their dead so that they may be properly consumed in a ritual feeding. A Ghûl which dies away from its fellows and is not eaten by sentient beings may rise as some form of undead (Revenant, Ghost, etc.).

The Ghûl have a +4 racial bonus to saves involving negative energy, particularly saves to remove negative energy levels. Ghûl also receive a +4 racial bonus to Hide checks when in their "unblooded" state (not included the Stat Block above). Ghûl receive a +2 bonus to Charisma and a -2 penalty to initial Intelligence. The favored class of the Ghûl is Priest, who invariably worship Maragh'ghoul, though Ghûl sorcerers are not uncommon. Ghûl fighters, rogues, or wizards are much rarer, and monks, bards, or druids, unheard of. Ghûl have an ECL of +1.

Combat

Blooding (Ex)
A Ghûl in its natural state is nearly colorless, and is referred to as "unblooded." A Ghûl which consumes the blood of a humanoid creature takes on a more natural, fleshly hue, appearing nearly human to the undiscerning eye, and is referred to as "blooded." Ghûl must feed on fresh blood to gain the benefits of blooding and blood must be consumed within 10 minutes of being drawn from its living source. Draining blood is represented by temporary Constitution ability damage. A Ghûl can drain 1d3 points of Constitution each round from a humanoid creature. For each point of Constitution a Ghûl consumes, it retains its blooded state and human-like coloring for 1 hour. A Ghûl with a continuous source of fresh blood can retain its human-like appearance indefinitely.
Fear (Sp)
A Ghûl can cause fear in living beings within a 30 foot radius of themselves as the fear spell. A Ghûl can use this ability a number of times per day equal to 1 + their Charisma bonus.
Blood Frenzy (Ex)
A Ghûl must feed on blood. A Ghûl which does not feed each day on fresh blood must make a Willpower save versus a DC of 10 + the number of days since it last fed. A successful save indicates the Ghûl has resisted its bloodlust. A failed save indicates that the Ghûl will be overwhelmed by its blood lust in the presence of humanoids, immediately pouncing upon them and rending them for their flesh and blood. A frenzied Ghûl is considered to have the Improved Grab extraordinary ability, receives a +4 bonus to Strength and Constitution, and a -2 penalty to AC. The blood frenzy last 6 rounds. A frenzied Ghûl which successfully grabs an opponent gets a free bite attack against the opponent. If the bite succeeds, the Ghûl inflicts 1d3 points of temporary Constitution damage as under blooding. A Ghûl will continue feeding until the blood frenzy is over, or until its opponent is dead.
Low-light Vision (Ex)
Ghûl can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain their ability to distinguish color and detail under these conditions.
Scent (Ex)
As carnivorous predators, Ghûl have developed keen senses. A Ghûl can identify familiar odors just as humans do familiar sights. A Ghûl can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range is 60 feet; if downwind, the range is 25 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. Ghûl can detect another creature's presence, but not its specific location. Noting the direction of the scent is a standard action. If the Ghûl moves within 5 feet of the scent's source, it can pinpoint that source.
A Ghûl can follow tracks by smell, making a Wisdom check to follow the smell. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the rules for surface conditions and poor visibility.
Water, particularly running water, ruins a trail for air-breathing creatures. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.
Unnatural Aura (Su)
A Ghûl in its unblooded state radiates an unnatural aura. Both wild and domesticated animals can sense the unnatural presence of the Ghûl at a distance of 10 feet. Animals will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as the Ghûl is within 10 feet. A blooded Ghûl does not radiate this aura.


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