QULLAN

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:
2

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.

 

COMBAT

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).