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Great Ghul (Efreeti)

This ragged creature has decayed skin drawn taut over corded muscles and bony limbs. Its lower jaw is over-sized and lined with jagged, bloodstained teeth. Its hands end in black, viciously curled claws, and it has donkey hooves instead of feet. The stench of the grave is strong around it.

Great Ghul CR 6

XP 2,400
CE Medium undead (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +15


AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 57 (6d8+30)
Fort +8, Ref +4, Will +7
DR 10/cold iron and good; Immune undead traits; Resist fire 10


Speed 40 ft., climb 20 ft.
Melee bite +10 (1d6+6 plus 1d6 fire) and 2 claws +10 (1d4+6 plus 1d6 fire and 1 bleed)
Special Attacks bleed (1), cursed claws, heat (1d6 fire), rend (1d6+6)
Spell-Like Abilities (CL 11th; concentration +15)

3/daygreater invisibility (self only)


Str 22, Dex 15, Con —, Int 14, Wis 15, Cha 18
Base Atk +4; CMB +10; CMD 22
Feats Great Fortitude, Improved InitiativeB, Power Attack, Step Up, ToughnessB
Skills Bluff +10, Climb +18, Diplomacy +7, Disguise +11 (+21 when shapechanged), Intimidate +11, Perception +15, Sense Motive +10, Stealth +13, Survival +13 (+21 tracking); Racial Modifiers +4 Perception, +8 Survival when following tracks
Languages Common, Ignan, Infernal
SQ change shape (humanoid or hyena; does not detect as undead in these forms; alter self, beast shape I), create spawn, genie-kin


Create Spawn (Su)

A humanoid slain by a great ghul becomes a ghoul on the next moonrise; a janni slain becomes a ghul, and a more powerful genie a great ghul. Destroying the body or blessing it prevents this reanimation.

Cursed Claws (Ex)

A great ghul’s claws are considered both cold iron and magic for the purposes of bypassing damage reduction.

Genie-Kin (Ex)

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

Heat (Ex)

An efreeti great ghul can activate or deactivate its heat ability as a free action.

Base Creature