Family: Ghul

Large undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 30 ft.

18 (+4) 15 (+2) 16 (+3) 15 (+2) 16 (+3) 18 (+4)

Skills Perception +6, Stealth +5
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver
Damage Immunities acid, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Infernal, Primordial
Challenge 5 (1,800 XP)


  • Elemental Demise. If the ghul dies, its body disintegrates into a warm, putrid breeze, leaving behind only the equipment the ghul was wearing or carrying.
  • Genie-kin. Ghuls are undead djinn and are considered genies even though their type is undead.
  • Magic Weapons. The ghul’s weapon attacks are magical.
  • Undead Nature. A ghul doesn’t require air, food, drink, or sleep.


  • Multiattack. The ghul makes one Bite attack and one Claws attack.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Ghuls are the undead form of genies returned to life by some ancient and now-forgotten magic. Ghuls are ragged-looking creatures standing eight feet tall and wearing tattered remains of beautiful and expensive clothing. Its skin is dry and cracked and seems to break away from its body as it moves. Its eyes are hollow sockets and show no signs of life. Ghuls are completely and thoroughly evil and hate all living creatures.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

This is not the complete section 15 entry - see the full license for this page