Qu Fiend

Small beast, neutral evil

Armor Class 13 (description)
Hit Points 7 (2d6)
Speed 20 ft. Climb 20 ft.

10 (+0) 17 (+3) 11 (+0) 5 (-3) 12 (+1) 7 (-2)

Skills Athletics +2, Acrobatics +5
Saving Throws Dexterity +6
Senses darkvision 60 ft., passive Perception 11
Challenge ½ (100 XP)


  • Agile. The Qu are very agile climbers due to their multiple hands and tail and therefore cannot fall from any height. They have advantage on any check involving climbing. They also have a +1 on all dexterity saves (already added).


  • Multiattack. The Qu uses its fearful voice and makes two attacks, one with its claws and one with its bite.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d3+3) slashing damage.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
  • Fearful Voice. The creatures issue a string of eerie sounds in different pitches. All creatures that can hear the voice must make a Charisma save (DC 13). Any creature failing the save is immediately affected by the frightened condition. Any frightened creature can make the save again at the end of its turn. Once a creature saves against the fearful voice, they are immune for 24 hours.


The small, largely hairless qu fiends possess two long arms on their upper torsos and two shorter arms on their lower torso. They have no legs or feet of which to speak. Their skin is very pale, almost pink in color, matched by the pink of their very wide eyes. Their heads are small, with a long snout, filled with massive fangs, both thick and long. When in battle or threatening other creatures, the qu is able to fold its face back, exposing the entirety of its long snout and these very large fangs. The exposed flesh is a dark red. The only hair they sport resides upon their necks. Here, a huge collar of hair dominates the beast, framing its altogether evil countenance. They have a long thick tail as well.

Lords of the Trees. The Qu are extremely agile, living the majority of their lives in the treetops. They are very territorial, marking out hunting grounds where whole generations pass. They often occupy old ruins, for they are just intelligent enough to understand shelter. Once they have marked out a domain these creatures become fierce in defending it, attacking almost anything that enters the area. Largely fearless, the size of the intruder does not concern the qu.

Pack Loyalty. The Qu are pack-oriented creatures, led by a matriarch. If captured while still very young, they are highly trainable and often take on their owner as their pack, defending them as they would any other qu in their family group. The qu fiends attack with a barrage of weird calls, shouting and calling to each other as they surround their intended target. As soon as the creatures have encircled their victim, or come as close as they can, they ratchet up the noise until one works up the courage to leap into battle, this usually only takes a few rounds.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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