Questing Beast

Large fey, neutral

Armor Class 13 (Natural armor)
Hit Points 65 (10d10+10)
Speed 50 ft.

16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 10 (+0)

Damage Immunities bludgeoning, piercing, and slashing from non-magical weapons
Senses passive Perception 10
Languages varies
Challenge 4 (1,100 XP)


  • Geas. Three times per day, the beast can attempt to place a geas upon a target. This is cast as if 7th level, and the save DC is 18.
  • Magic Resistance. The questing beast has advantage on saving throws against spells and other magical effects.
  • Woodland Stride. The beast can move through any natural terrain without being impeded. Any natural or plant-based condition that would create difficult terrain is treated as normal terrain for the beast. Even magical plants cannot slow the questing beast.


  • Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d12+3) piercing damage. The questing beast appears as a large deer, crowned with a massive spread of horns. A thick coat of white fur covers the deer, broken only by the telltale signs of gray sprinkled throughout. It stands almost six feet at the shoulder, dwarfing other deer. The creature’s demeanor is calm, though it is rarely still.


Reclusive. Questing beasts are rare, solitary creatures that dwell in the deep forests far from the haunts of man. They avoid contact whenever they can, but their instincts drive them to visit those in need of guidance or those who seek a higher calling. To these people they appear briefly, signaling to them that a task of unusual danger or one very difficult is set before them. Whether this task is given to them by the questing beast or whether some great force uses the beast is indifferent, for the end result is the same. A quest is laid upon the viewer and they about bound by its dictates.

Voice of the Gods. The questing beast speaks not through a voice or mental command, but rather through sound reverberating from its belly. It is believed that there lies a portal to the other realms and through it, creatures are able to speak to mortals.

Shy. When attacked, the questing beast always first chooses to flee. They move with tremendous speed and are unaffected by the terrain they pass through. They are particularly adept at avoiding magical effects; even physical attacks fail most of the time. If horribly pressed, they geas their opponents or ram them.

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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