Hecatoncheires
Gargantuan • Giant (Titan) • Lawful Neutral
Armor Class 23
Hit Points 425 (23d20 + 184)
Speed 50 ft.
Initiative +14 (24)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 22 (+6) | 27 (+8) | 9 (-1) | 19 (+4) | 21 (+5) |
Saving Throws Int +7, Wis +12, Cha +13
Skills Athletics +17, Intimidation +13, Perception +12
Damage Resistances cold, fire, lightning; bludgeoning, piercing, slashing
Damage Immunities psychic
Condition Immunities charmed, frightened, exhaustion, petrified, stunned
Senses blindsight 300 ft., truesight 60 ft., passive Perception 22
Languages Giant, telepathy 1000 ft.
CR 26 (XP 90,000 or 105,000 in lair; PB +8)

Blocking Resistance (4/Day, 5/Day in Lair). If the hecatoncheires fails a saving throw, it can choose to succeed instead. When it does so, the hecatoncheires makes one attack less as part of its Multiattack until it finishes a long rest.
Immutable Form. The hecatoncheires can't shape-shift.
Magic Resistance. The hecatoncheires has advantage on saving throws against spells and other magical effects.
Reactive. The hecatoncheires can take one reaction on every turn in a combat.
Regeneration. The hecatoncheires regains 20 hit points at the start of each of its turns.
Vigilant. The hecatoncheires can't be surprised.
ACTIONS
Multiattack. The hecatoncheires makes six attacks; only four can be of the same type. It can replace two attacks with a use of Spellcasting.
Strike. Melee Weapon Attack: +17, reach 15 ft. Hit: 20 (2d10 + 9) bludgeoning damage.
Throw Projectile. Ranged Weapon Attack: +17, range 150/600 ft. Hit: 18 (2d8 + 9) bludgeoning damage. Being within 5 feet of a hostile creature doesn't impose disadvantage on this attack.
Spellcasting. The hecatoncheires casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: fly (self only), dispel magic, blade barrier, telekinesis (range 300 feet)
REACTIONS
Deflect and Strike. Trigger: The hecatoncheires is hit by an attack roll. Response: The hecatoncheires adds 8 to its AC against that attack, possibly causing it to miss. It then makes one Strike or Throw Projectile attack against the attacker.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the hecatoncheires can expend a use to take one of the following actions. The hecatoncheires regains all expended uses at the start of each of its turns.
Strikes. The hecatoncheires makes two Strike or Throw Projectile attacks.
Frightening Stare. Wisdom Saving Throw: DC 21, each hostile creature in a 60-foot cone that can see the hecatoncheires. Failure: The target becomes frightened until the end of its next turn. Additionally, the target is paralyzed while frightened this way. Success: The target becomes immune to this ability for 1 hour.
Unstoppable Onslaught. The hecatoncheires moves up to its speed. Each creature within 15 feet of the hecatoncheires as it moves is targeted once by the following effect. Dexterity Saving Throw: DC 25. Failure: 25 (3d10 + 9) bludgeoning damage. Success: Half damage. Failure or Success: The hecatoncheires can't take this action again until the start of its next turn.
Hecatoncheires
Gargantuan • Giant (Titan) • Lawful Neutral
Armor Class 22
Hit Points 385 (22d20 + 154)
Speed 50 ft.
Initiative +12 (22)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 20 (+5) | 25 (+7) | 9 (-1) | 17 (+3) | 19 (+4) |
Saving Throws Int +5, Wis +10, Cha +11
Skills Athletics +15, Intimidation +11, Perception +10
Damage Resistances cold, fire, lightning; bludgeoning, piercing, slashing
Damage Immunities psychic
Condition Immunities charmed, frightened, exhaustion, petrified, stunned
Senses blindsight 300 ft., truesight 60 ft., passive Perception 20
Languages Giant, telepathy 1000 ft.
CR 23 (XP 50,000, PB +7)

Blocking Resistance (3/Day, 4/Day in Lair). If the hecatoncheires fails a saving throw, it can choose to succeed instead. When it does so, the hecatoncheires makes one attack less as part of its Multiattack until it finishes a long rest.
Immutable Form. The hecatoncheires can't shape-shift.
Magic Resistance. The hecatoncheires has advantage on saving throws against spells and other magical effects.
Reactive. The hecatoncheires can take one reaction on every turn in a combat.
Regeneration. The hecatoncheires regains 20 hit points at the start of each of its turns.
Vigilant. The hecatoncheires can't be surprised.
ACTIONS
Multiattack. The hecatoncheires makes six attacks; only four can be of the same type. It can replace two attacks with a use of Spellcasting.
Strike. Melee Weapon Attack: +15, reach 15 ft. Hit: 14 (1d10 + 9) bludgeoning damage.
Throw Projectile. Ranged Weapon Attack: +15, range 150/600 ft. Hit: 13 (1d8 + 9) bludgeoning damage. Being within 5 feet of a hostile creature doesn't impose disadvantage on this attack.
Spellcasting. The hecatoncheires casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: fly (self only), dispel magic, blade barrier, telekinesis (range 300 feet)
REACTIONS
Deflect and Strike. Trigger: The hecatoncheires is hit by an attack roll. Response: The hecatoncheires adds 7 to its AC against that attack, possibly causing it to miss. It then makes one Strike or Throw Projectile attack against the attacker.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the hecatoncheires can expend a use to take one of the following actions. The hecatoncheires regains all expended uses at the start of each of its turns.
Strikes. The hecatoncheires makes two Strike or Throw Projectile attacks.
Frightening Stare. Wisdom Saving Throw: DC 19, each hostile creature in a 60-foot cone that can see the hecatoncheires. Failure: The target becomes frightened until the end of its next turn. Additionally, the target is paralyzed while frightened this way. Success: The target becomes immune to this ability for 1 hour.
Unstoppable Onslaught. The hecatoncheires moves up to its speed. Each creature within 15 feet of the hecatoncheires as it moves is targeted once by the following effect. Dexterity Saving Throw: DC 23. Failure: 20 (2d10 + 9) bludgeoning damage. Success: Half damage. Failure or Success: The hecatoncheires can't take this action again until the start of its next turn.
Hecatoncheires
Gargantuan • Giant (Titan) • Lawful Neutral
Armor Class 24
Hit Points 565 (29d20 + 261)
Speed 50 ft.
Initiative +16 (26)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 24 (+7) | 29 (+9) | 9 (-1) | 21 (+5) | 23 (+6) |
Saving Throws Int +9, Wis +14, Cha +15
Skills Athletics +19, Intimidation +15, Perception +14
Damage Resistances cold, fire, lightning; bludgeoning, piercing, slashing
Damage Immunities psychic
Condition Immunities charmed, frightened, exhaustion, petrified, stunned
Senses blindsight 300 ft., truesight 60 ft., passive Perception 24
Languages Giant, telepathy 1000 ft.
CR 29 (XP 135,000, PB +9)

Blocking Resistance (4/Day, 5/Day in Lair). If the hecatoncheires fails a saving throw, it can choose to succeed instead. When it does so, the hecatoncheires makes one attack less as part of its Multiattack until it finishes a long rest.
Immutable Form. The hecatoncheires can't shape-shift.
Magic Resistance. The hecatoncheires has advantage on saving throws against spells and other magical effects.
Reactive. The hecatoncheires can take one reaction on every turn in a combat.
Regeneration. The hecatoncheires regains 20 hit points at the start of each of its turns.
Vigilant. The hecatoncheires can't be surprised.
ACTIONS
Multiattack. The hecatoncheires makes six attacks; only four can be of the same type. It can replace two attacks with a use of Spellcasting.
Strike. Melee Weapon Attack: +19, reach 15 ft. Hit: 25 (3d10 + 9) bludgeoning damage.
Throw Projectile. Ranged Weapon Attack: +19, range 150/600 ft. Hit: 22 (3d8 + 9) bludgeoning damage. Being within 5 feet of a hostile creature doesn't impose disadvantage on this attack.
Spellcasting. The hecatoncheires casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: fly (self only), dispel magic, blade barrier, telekinesis (range 300 feet)
REACTIONS
Deflect and Strike. Trigger: The hecatoncheires is hit by an attack roll. Response: The hecatoncheires adds 9 to its AC against that attack, possibly causing it to miss. It then makes one Strike or Throw Projectile attack against the attacker.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the hecatoncheires can expend a use to take one of the following actions. The hecatoncheires regains all expended uses at the start of each of its turns.
Strikes. The hecatoncheires makes two Strike or Throw Projectile attacks.
Frightening Stare. Wisdom Saving Throw: DC 23, each hostile creature in a 60-foot cone that can see the hecatoncheires. Failure: The target becomes frightened until the end of its next turn. Additionally, the target is paralyzed while frightened this way. Success: The target becomes immune to this ability for 1 hour.
Unstoppable Onslaught. The hecatoncheires moves up to its speed. Each creature within 15 feet of the hecatoncheires as it moves is targeted once by the following effect. Dexterity Saving Throw: DC 27. Failure: 31 (4d10 + 9) bludgeoning damage. Success: Half damage. Failure or Success: The hecatoncheires can't take this action again until the start of its next turn.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
