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/Possessions: 50% standard, plus masterwork greatsword
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.
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.
The Qullan first appeared in the Fiend Folio (1981).