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Qullan

Large and imposing warriors that control the waste places of the world. They prefer to remain untouched and untainted from the outside world but when they leave their home they carve paths of devastation with their brute strength. Psionic beings fear them for their powerful feedback attacks when they attempt to manipulate them.

Qullan illustration

Pure Blooded

Qullans are a tribal species and seem to be isolationist. They are considered almost impossible to deal with unless someone proves that they are stronger or a threat to them. They quickly exile any members that breed with races other than Qullans. They stay far in the deserts and waste places of their world where the strong take the strong in marriage seeking to have offspring that will surpass their own strength.

Powerful Scared Warriors

Qullans are heavily muscular humanoids that stand over 8 ft tall. They rarely wear armor; they often roam naked or in clothes fashioned from the pelts of tigers or other powerful beasts. Qullans pride themselves on their battle scars, often enhancing any former wounds with warpaint. They are often seen covered head to toe in scars and warpaint with males shaving their heads almost bare only leaving a ponytail on the top of their heads. Older Qullan are so scarred that their skin appears to be covered in scales.

Indomitable Minds and Will

Making contact with Qullans often proved impossible. They have incredible concentration, allowing them to resist even the most brutal tortures and mental attacks. They can exert their control over others with sheer will allowing them to confuse the minds of those that fight them. Those that dare try to charm or read their minds suffer a powerful psychic feedback from their powerful minds.

Traits

ASI: +2 STR or CON, +1 to the ability score not chosen
Size: Large
Speed: 30 ft
Age: 15-80
Alignment: Chaotic Evil
Languages: Giant

Devastating Feedback

Your mind is a weapon on its own. You are Immune to the Charm condition and attempts to read your mind. When a creature tries to Charm you or attempts to read your mind they must make a WIS saving throw DC 8 + your WIS modifier + your Proficiency Bonus and on a failed save takes 2D8 Psychic damage or half as much on a failed save. This damage bypasses Resistances and Immunities.

Great Weapon Wielders

You are proficient with Great Weapons and have the Great Weapon Mastery Feat.

Power Over the Mind

You can exert control over your enemies. Once per long rest you can cast the spell Mind Spike without expending a spell slot using WIS as your spellcasting ability.