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{{NeedsImages}} {{dnd-stub}} '''Ghul''' is the Aramaic root-word from which we derive the modern [[ghoul]], and has sometimes been described as specifically the ''masculine'' version of the word (females being "ghulah"). In mythology, it's a monstrous humanoid or possibly a demon, perhaps of some distant connection to the [[genie]], which feeds on human corpses scavenged from burial places and may also lure humans in to consume them as food as well. You can see how this evolved into the modern [[ghoul]], obviously. But [[Dungeons & Dragons]] was never one to shy away from exploiting homonyms to pad out the [[Monster Manual]], and so in addition to its distinct cannibal [[zombie]] ghoul, the Ghul has appeared in both D&D and its [[Pathfinder]] spin off, with an additional and completely unrelated third use of the name in the pages of [[Dragon Magazine]]. ==Zakharan Ghuls== Obviously, the "mythical" ghul made its signature [[Dungeons & Dragons]] appearance in the Arabian Nights-inspired [[Al-Qadim]] setting. Here, we are presented with two distinct branches of the ghul family tree, though both are said to be [[undead]] [[genie]]s. '''Great Ghuls''' appeared in the Al-Qadim Monstrous Compendium Appendix, and are described as a mostly female race of undead genies "the most wicked members of an inferior order of jann." In their natural form, they appear as 7ft-10ft tall [[musclegirl|powerfully muscled women]] with clawed fingers, the hooves and sometimes ears of donkeys, pale white skin that is cold and clammy, and long, wild manes of hair. They are aware that others find their appearances disturbing and so employ shapeshifting skills, but they can never change their feet away from being donkey's hooves. They also covet jewels and beautiful clothing to try and make themselves look less horrifying, and are avid collectors of perfumes, incense and other sweet-smelling oils and unguents. One in seven great ghuls is a [[wizard]] of up to 7th level, often becoming a [[mage]], an [[elementalist]], a sorcerer or even, on rare occasions, a [[sha'ir]] - these ghuls revel in the chance to push around the true genies, who look down on and despise them. Like the [[ghoul]]s they often command, great ghuls are eaters of dead things who often inhabit tombs, cemetaries and mausoleums. Whilst they can play cruel and dangerous tricks on mortals, they're not entirely evil, and have been known to assist those undertaking important quests - especially if those quests will upset the genies. '''Ghul-Kin''' are a variant of the great ghul found in the splatbook "Corsairs of the Great Sea". They are largely the same, but have different stats and abilities; Soultakers can take over the bodies of mortals by kissing them, whilst Witherers can age victims with a touch. ==Golarion Ghuls== In Pathfinder, ghuls are [[undead]] beings divided into standard Ghuls, created from [[jann]], and Great Ghuls, created from the four true [[genie]] varieties. ==Half-Dead Ghuls== [[Dragon Magazine]] #313 featured the article "Born of Death", which introduced the concept of the "half-undead" template; a set of four templates resembling what happens when some perverse circumstance causes a living creature and an undead creature to have a child together. In this article, the word "ghul" was used to refer to half-[[ghoul]]s, typically created when a pregnant woman is transformed into a ghoul, ghast or lacedon, and yet the unborn child somehow survives the change and comes to term. A rare few ghuls survive to adulthood thanks to a protective instinct within their ghoulish mothers - others are rescued before they can be killed, typically by [[cleric]]s, [[paladin]]s or [[necromancer]]s. Those raised in the company of ghouls tend to be spiteful and self-loathing, while those who manage to enter human society are often persecuted for their uncouth dietary needs. Ghuls are fearsome creatures. They are gaunt, almost emaciated, with rough, leathery skin. Sharp teeth fill their mouths and long tongues loll out between yellow fangs. They have black, green, pale purple, or chalk-white skins, and pupil-less yellow, red, or green eyes that glow faintly in low light. Unless a ghul takes special care to bathe frequently, it stinks of carrion and dried blood. The ghul racial template debuted in [[Dragon Magazine]] #313 for [[Dungeons & Dragons 3rd Edition]]. Their counterparts include the [[Fetch]] and the [[Ghedan]]. They are one of the progenitor races of the [[Mortif]]. ::Attack: A ghul retains all the attacks of the base creature and also gains a bite attack if it didn't already have one. If the base creature can use weapons, the ghul retains this ability. A creature with natural weapons retains those weapons. A ghul fighting without weapons uses either its bite attack or its primary natural weapon (if it has any). A ghul armed with a weapon uses its bite or a weapon, as it desires. :::Full Attack: A ghul fighting without weapons uses either its bite attack or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as a primary attack along with a bite or other natural weapon as natural secondary attack. :::Damage: Ghuls have bite attacks. If the base creature does not have this attack form, use the appropriate damage from the table below according to the ghul's size. creatures that have a bite attack retain their old damage values or use the appropriate value from the table, whichever is better. Size Bite Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 ::Special Attacks: A ghul retains all the special attacks of the base creature and also has the following special attack. :::Paralysis (Ex): A ghul can inflict paralysis with an unarmed strike or bite attack once per day per Hit Die. The opponent must make a Fortitude save (DC 10 + 1/2 ghul's HD + ghul's Charisma modifier or be paralyzed for 1d4+1 minutes. Elves are immune to this paralysis. ::Special Qualities: A ghul has all the special qualities of the base creature and those common to all half-undead (see the Half-Undead Traits). They also have the following special qualities. :::Gruesome Hunger (Ex): The digestive system of a ghul is designed to digest carrion to the exclusion of all else. Ghuls can devour raw or putrefied food at any stage of decay without ill effect. Ghuls hunger for the flesh of intelligent creatures, especially that of their mortal kin. This hunger rises every six days and can be fought off with a DC 15 Will save. Each successful save staves off the hunger for another day. A ghul that fails this save must eat a quantity of raw or rotten flesh of an intelligent creature equal to one-tenth its weight before moonrise of the next day, or be sickened until it has eaten half its weight in rotten or raw meat from an intelligent creature within 24 hours. :::Immunities (Ex): A ghul has immunity to disease and ingested poisons. It gains a +4 racial bonus on saves against poisons of other kinds. Odor-based attacks, such as the stinking cloud spell or a ghast's stench ability, have no affect on a ghul. Ghuls are invulnerable to paralysis inflicted by ghouls, lacedons, ghasts, or other ghuls. ::Abilities: Change from the base creature as follows: Str +2, Dex +4, Wis +4, Cha +2. ::Skills: Ghuls have a +2 racial bonus on Climb, Hide, Jump and Move Silently. ::Environment: Any, usually same as base creature. ::Organization: Solitary, gang (2-4 normal base creatures and 1 ghul; or 2-4 ghouls and 1 ghul), or party (2-8 normal base creatures and 2-4 ghuls; or 2-8 ghouls, 1-2 ghasts and 2-4 ghuls). ::Challenge Rating: Same as the base creature +1. ::Alignment: Often chaotic evil. ::Level Adjustment: Same as the base creature +3. A Ghul has certain qualities it shares with all of its fellow "Half-Undead"; the [[Dhampir|Katane]], [[Fetch]] and [[Ghedan]]. These traits are listed as the Half-Undead Super Template, meaning these special qualities are common to all four racial templates. Half-Undead Super-Template: ::Call of Undeath (Ex): A half-undead has a 3% chance per Hit Dice that it will rise as a full undead of its progenitor type upon its death. ::Darkvision (Ex): A half-undead gains Darkvision 60 feet, unless it already has a better range of darkvision. ::Detection (Ex): A half-undead registers as an Undead creature of half its actual Hit Dice for spells/abilities that detect the undead. ::Fortification (Ex): A half-undead has a 50% chance to negate critical hits and sneak attacks. If granted Fortification from a suit of magic armor, use the superior change. ::Immunity to Energy Drain (Ex) ::Necrotic Life: When attacked by a spell or effect that deals hit point damage with negative energy, a half-undead takes half-damage on a failed save and no damage on a successful save. ::Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one quarter (1/4th) the normal rate for its living race. ::Turn Kind (Ex): A half-undead [[Cleric]] gains a +2 bonus on checks made to turn, rebuke, command or bolster undead of its progenitor type. ::Vulnerability to Holy Water (Ex): A half-undead takes 1d4 damage per flask of holy water it is hit with. ::Vulnerability to Turning (Ex): Clerics can attempt to turn or rebuke the half-undead as if it were truly undead. If the attempt would be powerful enough to affect an undead of equivalent Hit Dice, the half-undead suffers a -4 penalty to all attacks, saves, skill checks and ability checks for 10 rounds or until the cleric who turned/rebuked it attacks the half-undead. If the attempt would be powerful enough to command or destroy an undead of equivalent Hit Dice, the half-undead is Stunned for 2d4 rounds instead. ::Saves: +2 racial bonus on all saves against fear, poison, disease, paralysis and necromancy spells. [[Category: Dungeons & Dragons]] [[Category: Monsters]] [[Category: Dungeons & Dragons Races]] [[Category: Undead]] [[Category: Mixed Races]]
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