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