Qullan (CR 2)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +4
AC: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Hit Dice: 2d8+6 (15 hp)
Fort +6, Ref +2, Will +2
Speed: 30 ft.
Space: 5 ft./10 ft.
Base Attack +1; Grapple +0
Attack: Greatsword +6 melee
Full Attack: Greatsword +6 melee
Damage: Greatsword 2d6+4
Special Attacks/Actions: Confusion aura
Abilities: Str 18, Dex 12, Con 16, Int 8, Wis 12, Cha 10
Special Qualities: vulnerability
Feats: Weapon Focus (greatsword)
Skills: Craft (weaponsmithing) +13, Listen +4, and Spot +4
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-5)
Treasure: 50% standard, plus masterwork greatsword
A qullan attacks with its greatsword in combat. It is fearless, and will never retreat or back down, preferring to fight to the death in nearly all situations. Confusion Aura (Su): 5-foot radius, Will save (DC 14) or affected as by confusion as cast by a 6th-level sorcerer. A successful save renders the creature immune to the confusion aura of that qullan for one day.
Vulnerability (Ex): Any enchantment spell cast on a qullan causes its confusion ability to "feed back" and instantly slay the qullan.
Qullan receive a +8 racial bonus on Craft (weaponsmithing) checks, and a +4 racial bonus on Listen and Spot checks.
The Qullan first appeared in the Fiend Folio (1981).