FREQUENCY:
Rare
FREQUENCY:
Rare ([Dungeon Level III])
FREQUENCY:
Very rare ([Temperate Wilderness Forest], [Temperate Wilderness Swamp],
[Temperate Wilderness Plains])
FREQUENCY:
Very
rare ([Tropical Wilderness Forest], [Tropical
Wilderness Swamp], [Tropical Wilderness Plains])
NO.
APPEARING: 1-6
ARMOR
CLASS: 10
MOVE:
12"
HIT
DICE: 2
%
IN LAIR: 10%
TREASURE
TYPE: most types in lair but in small quantity (10% of A at most)
NO.
OF ATTACKS: 1
DAMAGE/ATTACK:
5-11
SPECIAL
ATTACKS: [SB]
SPECIAL
DEFENSES: [SB]
INTELLIGENCE:
Low
ALIGNMENT:
Chaotic evil
SIZE: L (8' + tall)
LEVEL/X.P.
VALUE: III | 73 + 2
Qullans
are strong, large, seemingly insane humanoids which
wear
warpaint
in a wild variety of clashing colours and
sport their battle-scars
proudly,
often emphasising them with cosmetic paint. They
never
wear armour, either wandering naked || clad in tiger-skins.
They
attack with broadswords which
they have honed to an incredible
sharpness
-- a technique so far not emulated by man. These
swords
hit at +3 hit probability and have a +3 damage bonus (so they
inflict
5-11 points of damage). However, the swords blunt easily -- there is a
cumulative
20% chance per hit that the sword will be blunted and will
revert
to normal broadsword properties. They wield these broadswords
two-handed
(though this confers no advantage).
All
members of the qullan race continually radiate confusion in a 5'
radius.
Anyone in melee with them must make a saving throw or be
confused,
either standing still, attacking the nearest qullan without regard
for
personal safety or attacking the nearest friend -- equal
probability.
(Roll d6 for effect; 1-2 means stand still; 3-4 means
attack
qullan; 5-6 means attack friend. Repeat this roll to determine
action
each round until the victim saves). A victim of confusion may
attempt
to save each melee round he is within the radius of effect,
and
the effect disappears if he moves outside that radius of
effect.
Qllans
have never been befriended by human or near-human races;
without
exception, every encounter has seen the qullans attacking,
irrespective
of the alignment or size of the party.
Qullans
are so totally chaotic that any attempt to force one to do
anything
it would not normally do causes its inherent powers of
confusion
to 'feed back', resulting in the instant death of the
creature
(this same reaction occurs whenever a qullan fails to save
angainst
any charm or control type of spell). Thus no-one has ever
been
able to learn the methods they USE to forge the sharp edges on
their
swords, nor has anyone been able to induce a qullan to restore
the
edge to one of their fine broadswords for a non-qullan.
A human
or near-human may USE a qullan sword in melee, since the
swords
are not in any way magical. However, the sword has the normal
chance
of blunting if it scores a hit, and a captured sword
will
thus only display its exceptional qualities for 5 hits at most.
by Neville White