Large Giant

Hit Dice: 2d8+6 (15 hp)

Initiative: +1 (Dex)

Speed: 30 ft

AC: 12 (-1 size, +1 Dex, +2 natural)

Attacks: Masterwork longsword +6 melee

Damage: Masterwork longsword 1d8+6

Face/Reach: 5 ft by 5 ft/10 ft

Special Attacks: Confusion aura

Special Qualities: Vulnerability, darkvision 60 ft

Saves: Fort +6, Ref +1, Will +0

Abilities: Str 18, Dex 12, Con 16, Int 6, Wis 10, Cha 8

Skills: Craft (weaponsmithing) +8, Listen +3, Spot +3

Feats: Weapon Focus (longsword)


Climate/Terrain: Any land and underground

Organization: Solitary or gang (2-5)
Challenge Rating:

Treasure: 50% standard, plus masterwork greatsword

Alignment: Always chaotic evil

Advancement: By character class


The qullan are strong, insane humanoid creatures standing roughly 8 feet tall. They are infamous for their skill at swordsmithing, though they guard this secret very closely. They appear as bald humans with a small tuft of black hair at the top of their heads. This hair is usually pulled back into a ponytail. Their entire bodies are covered in tattoos of clashing colors. Battle scars gained are sometimes enhanced with cosmetic paint. The qullan consider their scars a sign of dignity and power.

   Human or humanoid races have never befriended Qullan, nor have the qullan attempted to make friends with any human or near-human race. Every encounter with the qullan has been in combat.

   Qullan never wear armor or carry shields. They prefer loose fitting skins, such as those from a tiger or lion.

   They speak their own language. It is not known if they speak Common or any other language as they never speak to those outside the qullan race.



A qullan attacks using its longsword. It is fearless, and will never retreat or back down, preferring to fight to the death in nearly all situations. A qullan wields its longsword two-handed so as to deal as much damage as possible.

   Confusion Aura (Su.): 5-foot radius; Will save (DC 14) or affected by confusion as cast by a 6th-level sorcerer. An unaffected creature must make a save each round it is within 5 feet of the qullan.

   Vulnerability (Ex.): Any enchantment spell cast on a qullan causes its confusion ability to “feed back” and deal 4d6 points of damage to the qullan.

   Skills: Qullan receive a +8 racial bonus on Craft (weaponsmithing) checks, and a +2 racial bonus on Listen and Spot checks.



The Qullan first appeared in the 1e FF (1981).