# Genie, Ghul <div class="grid-container"> <div class="MON">Ghul</div> <div class="CR">CR 10 (9,600 XP)</div> <div class="SOU">The World of Temnia </div> <div class="SYS">Pathfinder</div> </div> **NE outsider** **Initiative** +8 **Senses** darkvision 60 ft.; Perception +19 **Aura:** enervative field (60 ft.) #### DEFENSE **AC** 24, 17 touch, 19 flat footed (+3 deflection, +4 Dex, +1 dodge, +7 natural, –1 size) **hp** 97 (13d10+26) **Fort** +9 **Refl** +16 **Will** +13 **Feint:** 29, **Demoralize:** 15 **immune** negative energy #### OFFENSE **Speed:** 20 ft., fly 40 ft. (Perfect) **Melee:** 2 Slams +15 (1d6+2 plus 1d6 negative energy) or whip +17/+12/+7 (1d4+2 plus 1d6 negative energy) **Space:** 10 ft.; **Reach:** 10 ft. (20ft. with whip) **Special Attacks** decay (1d6) **Spell-like Abilities:** (CL 13th, Concentration +16) > **At Will** — alter self, darkness, chill touch (DC 14), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only) > **3/Day** — vampiric touch (DC 16) > **1/Day** — enervation (DC 17), vampiric shadow shield #### STATISTICS **Str** 8, **Dex** 13, **Con** 11, **Int** 8, **Wis** 11, **Cha** 10 **Base Atk:** +13 **CMB:** +16 **CMD:** 33 **Feats:** Combat Casting, Deceitful, Dilettante, Improved Initiative<sup>B</sup>, Scholar, Skill Focus (Bluff) Weapon Focus (whip), Whip Mastery **Skills:** Appraise +18, Bluff +27, Disguise +21, Fly +16, Knowledge (Arcana) +23 , Knowledge (Planes) +23. Knowledge (all others) +9, Perception +19, Sense Motive +19, Spellcraft +19 **Languages:** Auran, Aquan, Common, Ignan, Lumin, Necril, Terran; telepathy 100 ft. **SQ:** death aegis, syphon healing #### SPECIAL ABLITIES ### Death Aegis (Su) While at least one living creature is within the ghul's enervative field, he gains a bonus to attack and damage rolls, saving throws and amor class equal to his charisma modifier. ### Decay (Ex) Living creatures adjacent to a ghul, hit by a ghul's melee attacks, or that grapple with a ghul take 1d6 points of negative energy damage.  ### Enervative Field (Su) Living creatures within 60 feet of a ghul gain one temporary negative level. This negative level persists so long as they remain within a ghul's enervative field. This negative level cannot be restored by any means. However, it disappears as soon as the creature is outside the aura, or if the ghul is slain.  ### Syphon Healing (Su) If a creature within a ghul's enervative field is subject to any magical healing effect that utilizes positive energy (such as a *cure* spell, channel energy or lay on hands), the targeted creature (or creatures) heal only half as many hit points, and the ghul is healed the remainder, retaining any excess as temporary hit points that last for one hour. #### tactics Most ghuls would prefer to spar on a verbal or intellectual level, but when combat is joined ghuls prefer to move directly into the fray, capturing as many enemies as possible with their enervative field. If possible, they will have a vampiric touch or vampiric shadow shield spell ready to bolster their relatively low hit points. #### ECOLOGY Ghuls are the genies of the negative energy plane. Despite their name and their appearance, ghuls are living creatures that have adapted to life on the Plane of Negative Energy. Ghuls are voracious learners, and have a knack for ferreting out secrets, and finding their way into places where they do not belong. While they have no enmity towards any of their fellow genies, ghuls are reviled by their kin. Those who do tolerate the presence of one typically do so because the ghul has information that other genie requires. Even then, nothing like trust or acceptance exists for the ghul.  **Organization** solitary, pair, company (3–6), or band (7–12) **Terrain** Plane of Negative Energy **Treasure** Standard