There are only three creatures for the letter “Q”, so we
will include them all in a single post.
The Quaggoth is a fairly basic creature, but its appearance
and behavior is iconic for the genre, and its ability to berserk when reduced
to 0 hp is good stuff. I put a little bit of randomness into the ability, and
translated it into Dungeon Crawl Classics terms, but otherwise the monster is a
very faithful conversion.
The Quipper is a bit different, because it was created for
an edition of Dungeons & Dragons that didn’t have great mechanics for
dealing with swarms. I rebuilt it off the piranha swarm stats I had created for
The Joy of
Swarms. In truth, the only difference is that the Fiend Folio includes a
method to determine whether or not Quippers attack, so I built something along
those lines using the Luck check mechanic. Knowing that a danger could
exist, even if it doesn’t manifest, helps to build tension.
The Qullan, though, is where we get into a bit of trouble.
Yes, the Fiend Folio was written – and illustrated! – in a different
time. Yes, a lot of pulp literature has troubling depictions of racial and cultural
stereotypes. Like the Xvart (upcoming), I have some serious issues with the
illustration for the Qullan. I do have a (thus unpublished) adventure which
makes use of some of the basic ideas of the Qullan – but in that they are
completely human, the colors are not painted on, and they are shipwreck survivors
who became devotees of the prehuman god Sliggeth (which some of you may
remember from The
Arwich Grinder). I am including the illustration as a historical
artifact, but please realize that I do so with some trepidation.
The Qullan in the Fiend Folio uses a broad sword with
two hands (which grants it no bonus). Mine uses a short sword, dropping the
two-handed usage. A halfling could dual-wield Qullan short swords, but each
would have a 25% chance of blunting each round, so that is fine with me. I
lowered the damage die on blunted swords so that there would be some downside
to using them (apart from the bonus being temporary). I used d5’s for their Hit
Dice because (1) the d5 doesn’t get used enough, and (2) creatures which are so
elementally chaotic should use a weird die.
Quaggoth
Quaggoth: Init
+0; Atk Claw +1 melee (1d4) or weapon +2 melee (by weapon +1); AC 14; HD 2d8;
MV 30’; Act 1d20; SP immunity to poison, damage resistance 5 to cold,
berserking; SV Fort +4, Ref +1, Will +1; AL N.
Little is
known of these great white shaggy humanoids, for they are extremely aggressive
and attack any fleeing or threatening group they outnumber. Although primitive,
and of low intelligence, there is a 30% chance of any group possessing
primitive weapons – stone axes, heavy cudgels, spears, and the like. Quaggoths eat
flesh, and particularly hate (and therefore relish the flesh of)
surface-dwelling elves. There are tales of quaggoth tribes enslaving themselves
to the
drow
just to satisfy this craving.
Quaggoths are immune to poisons
and venoms of all types. They reduce the damage from any cold-based attack by 5
points. When they are reduced to 0 hp, quaggoths berserk, attacking with a +1d
bonus on the dice chain to both attack rolls and damage, with an extended crit
range of 20-24. After 1d4-1 rounds of berserking, a quaggoth drops dead. Any
quaggoth struck for additional damage while berserking dies instantly.
For every 12 quaggoths
encountered, there will be one leader with 3 Hit Dice and AC 16. Leaders are
always armed, even when their tribe is not.
Quaggoths speak a halting,
primitive form of the common tongue and can only grasp very simple concepts.
Some sages believe they are a warlike, degenerate offshoot of the ith’n
ya’roo.
Quipper
Quipper Swarm:
Init +0; Atk Swarming bite +5 melee (1d3 plus frenzy); AC 15; HD 7d8; MV swim
40’; Act special; SP bite all targets within 20’ x 20’ space, half damage from
non-area attacks, water protects from fire-based spells, frenzy; SV Fort +4,
Ref +4, Will -2; AL N.
Quippers are small, vicious fish, dark green in color, which
usually swim in large shoals in temperate and cold fresh-water lakes and streams.
They do not always attack; creatures entering quipper-infested waters make a
Luck check using 1d16 for each round spent in the water. The swarm only attacks
once a Luck check has failed, and only attack those who failed their Luck check
in the first round. So long as blood is not drawn, Luck checks may be made the
next round (and subsequent rounds) to avoid attacks. If there is blood in the
water – due to a successful swarming bite or some other reason – the quipper
swarm attacks all potential targets in every subsequent round.
Water protects quipper swarms
from fire-based magic and similar effects, granting a +2d shift on the dice
chain to saving throws and reducing any damage suffered to one-quarter. The
judge may rule that the medium allows electricity-based spells to affect all
targets in range (including any potential PCs), and cold-based spells to affect
all targets in half normal range, so long as they are at least partly in the
water.
When characters are successfully attacked by the swarming
bite of quippers, they must succeed in a Luck check, or the quippers attack in
a frenzy that round, doing an additional 1d5 damage to all targets that failed
their Luck check. For creatures without Luck scores, assume a base score of 10.
Particularly cruel judges may have "exploding" frenzy damage. Each
time a "5" is rolled, add an additional 1d5 damage. In this way,
cattle - and adventurers! - may be stripped to the bone in seconds.
See also The Joy of
Swarms.
Qullan
Qullan: Init +2;
Atk Short sword +4 melee (1d6+4); AC 10; HD 2d5; MV 30’; Act 1d20; SP Radiate
insanity (Will DC 13 negates), immune to fear, chaotic feedback; SV Fort +2,
Ref +3, Will +0; AL C.
Qullans are large humanoid creatures – 8 feet tall or taller
– which radiate insanity. They paint their bodies in a wild variety of clashing
colors, often emphasizing their battle scars when doing so. Qullans never wear
armor, either wandering naked or clad in tiger-skins, but they do use short
swords which are honed to an incredible sharpness (see below). They attack all
non-qullan they encounter, without exception, and never need to check morale.
Qullan are utterly immune to fear.
Any creature within melee range of a qullan must succeed in
a DC 13 Will save or roll 1d3 on its action: (1) stand still, taking no action;
(2) attack the nearest qullan; or (3) attack the nearest ally. Creatures gain
new saves each round, and the effect disappears if they moves outside of melee
range. Saving one round offers no protection against these effects the next
round. Qullan are immune.
These beings are so totally chaotic, that if a qullan fails
a save against any form of charm or control spell, the chaotic feedback is
instantly fatal to the creature. The same occurs if it is forced to do anything
through other means (magical or otherwise): the qullan perishes immediately.
Qullan
Swords
Qullan sword are honed to an incredible sharpness using an
unknown technique, granting them a +3 bonus to attack rolls and damage (already
included in the qullan statblock). However, these swords blunt easily (any
natural attack roll of 1-4 will do so), removing the bonus to attack rolls and
damage, and reducing the sword to 1d5 base damage. Qullan still gain a +1 bonus
to attack rolls and damage due to strength.
Although no one has ever been able to learn the methods the
qullan use to hone their swords, nor induce a qullan to restore the edge once
for a non-qullan – anyone could potentially gain the benefits of such weapons
while they last.