BOZ
Creature Cataloguer
wacky!
i just found my first ever conversion that i did, the qullan. i thought i had lost it! i never posted on enworld before, because scott had already done it by the time i discovered the Creature Catalog. so here, for your amusement, from March 2001, my first conversion...
Qullan
Large Humanoid
Hit Dice: 2d8+6 (14 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 10 (-1 size, +1 Dex)
Attacks: +3 Longsword +4 melee
Damage: +3 Longsword 1d8+7
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Confusion, Hone Sword
Special Qualities: Locked Mind
Saves: Fort +7 , Ref +1 , Will -2
Abilities: Str 18, Dex 12, Con 16, Int 6, Wis 3, Cha 3
Skills: Hide +3
Feats: Iron Will
Climate/Terrain:
Organization: Band (1-6)
Challenge Rating:
Treasure: (None, lairs have 10%)
Alignment: Always chaotic evil
Advancement: ---
Qullans are primitive, violent humanoids who are unrelenting in their attacks on other sentient races. At 8' tall and 400 lbs., they are larger and stronger than most humanoids, and their behavior is completely chaotic and seemingly insane. They attack everyone they see, running and screaming at them, clutching their ultra-sharp swords with both hands.
For the most part, a qullan looks like a large, naked human. They are covered nearly head to toe in garishly clashing warpaint of every conceivable color, so it is hard to tell just what one would look like naturally. They are proud of their many battle scars, and use the body paint to emphasize the more gruesome ones. They tend to either go naked or wear animal skins, and shun armor and shields altogether.
COMBAT
Confusion (Sp): All qullans continually radiate a confusion effect in a 5' radius around them. They are either unable to turn this off, or more likely choose not to, and other qullans are immune to this effect. This effect works exactly like the spell of the same name, except that a victim can attempt a new Will save each melee round that he is in the area of effect, and the effect ends if he moves outside that qullan's radius (although the character must make a new save if he re-enters that qullan's area of effect, or that of another qullan).
Locked Mind (Ex): The mind of a qullan is so chaotic and alien that it is completely incomprehensible to anyone else. Any attempt to read the mind or emotions of a qullan automatically fails, and furthermore subjects the caster to the qullan's confusion effect if a Will save is failed. Similarly, any attempt to coerce a qullan into doing something it would normally not do (including every time the qullan fails a saving throw against any sort of enchantment spell) results in the creature's inherent confusion power causing a "feedback" on the qullan, killing it instantly.
Hone Sword (Ex): Qullans always attack with longswords that they have honed to an incredible razor sharpness, using a technique that kept hidden from any other sentient races. These swords are nonmagical, but in all respects they function as +3 longswords. The drawback to these wonderful weapons is that they blunt easily. There is a cumulative 20% chance that the sword will be blunted each time it hits a creature or object. When blunted, they have all the properties of a normal longsword, but qullans know how to restore their swords and for this purpose have the Craft skill at a +10. Any humanoid can use a captured qullan sword as effectively as a qullan can, but the sword still has a normal chance of blunting when used. (There is no special bonus for wielding this sword two-handed, this is just the preferred way that the qullan wields it.) Many interested parties have tried to read the mind of a qullan or force it to explain the secrets behind their ability to make these unique swords or to have them restore dulled edges, but due to the qullan's mental defenses this has always met with failure.
SOCIETY
"Qullan society" is an oxymoron; there is no evidence that qullans have any sort of customs or racial cooperation at all, or conform to any known standards of society. They have been agressive in every known meeting with other races, and every encounter with qullans involves them attacking whomever they encounter regardless of race or size of the group. Qullans never make friends, never form allegiances or alliances, and never speak or even make any attempt to communicate.
CHARACTERS
A qullan's favored class is barbarian; they do not seem to have the discipline to achieve levels in most classes. Occasional qullan sorcerors are not unknown.
i just found my first ever conversion that i did, the qullan. i thought i had lost it! i never posted on enworld before, because scott had already done it by the time i discovered the Creature Catalog. so here, for your amusement, from March 2001, my first conversion...
Qullan
Large Humanoid
Hit Dice: 2d8+6 (14 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 10 (-1 size, +1 Dex)
Attacks: +3 Longsword +4 melee
Damage: +3 Longsword 1d8+7
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Confusion, Hone Sword
Special Qualities: Locked Mind
Saves: Fort +7 , Ref +1 , Will -2
Abilities: Str 18, Dex 12, Con 16, Int 6, Wis 3, Cha 3
Skills: Hide +3
Feats: Iron Will
Climate/Terrain:
Organization: Band (1-6)
Challenge Rating:
Treasure: (None, lairs have 10%)
Alignment: Always chaotic evil
Advancement: ---
Qullans are primitive, violent humanoids who are unrelenting in their attacks on other sentient races. At 8' tall and 400 lbs., they are larger and stronger than most humanoids, and their behavior is completely chaotic and seemingly insane. They attack everyone they see, running and screaming at them, clutching their ultra-sharp swords with both hands.
For the most part, a qullan looks like a large, naked human. They are covered nearly head to toe in garishly clashing warpaint of every conceivable color, so it is hard to tell just what one would look like naturally. They are proud of their many battle scars, and use the body paint to emphasize the more gruesome ones. They tend to either go naked or wear animal skins, and shun armor and shields altogether.
COMBAT
Confusion (Sp): All qullans continually radiate a confusion effect in a 5' radius around them. They are either unable to turn this off, or more likely choose not to, and other qullans are immune to this effect. This effect works exactly like the spell of the same name, except that a victim can attempt a new Will save each melee round that he is in the area of effect, and the effect ends if he moves outside that qullan's radius (although the character must make a new save if he re-enters that qullan's area of effect, or that of another qullan).
Locked Mind (Ex): The mind of a qullan is so chaotic and alien that it is completely incomprehensible to anyone else. Any attempt to read the mind or emotions of a qullan automatically fails, and furthermore subjects the caster to the qullan's confusion effect if a Will save is failed. Similarly, any attempt to coerce a qullan into doing something it would normally not do (including every time the qullan fails a saving throw against any sort of enchantment spell) results in the creature's inherent confusion power causing a "feedback" on the qullan, killing it instantly.
Hone Sword (Ex): Qullans always attack with longswords that they have honed to an incredible razor sharpness, using a technique that kept hidden from any other sentient races. These swords are nonmagical, but in all respects they function as +3 longswords. The drawback to these wonderful weapons is that they blunt easily. There is a cumulative 20% chance that the sword will be blunted each time it hits a creature or object. When blunted, they have all the properties of a normal longsword, but qullans know how to restore their swords and for this purpose have the Craft skill at a +10. Any humanoid can use a captured qullan sword as effectively as a qullan can, but the sword still has a normal chance of blunting when used. (There is no special bonus for wielding this sword two-handed, this is just the preferred way that the qullan wields it.) Many interested parties have tried to read the mind of a qullan or force it to explain the secrets behind their ability to make these unique swords or to have them restore dulled edges, but due to the qullan's mental defenses this has always met with failure.
SOCIETY
"Qullan society" is an oxymoron; there is no evidence that qullans have any sort of customs or racial cooperation at all, or conform to any known standards of society. They have been agressive in every known meeting with other races, and every encounter with qullans involves them attacking whomever they encounter regardless of race or size of the group. Qullans never make friends, never form allegiances or alliances, and never speak or even make any attempt to communicate.
CHARACTERS
A qullan's favored class is barbarian; they do not seem to have the discipline to achieve levels in most classes. Occasional qullan sorcerors are not unknown.