Tristomp

Huge • Giant • Neutral Evil

Armor Class 13

Hit Points 114 (12d12 + 36)

Speed 60 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
20 (+5)11 (+0)17 (+3)6 (-2)10 (+0)8 (-2)

Skills Perception +3

Senses passive Perception 13

Languages Giant

CR 6 (XP 2,300, PB +3)

A tall, long-limbed giant with gray skin, clawed fingers, and a primitive outfit.

Sure-Footed. The tristomp has advantage on saving throws or checks that would move it against its will or knock it prone.

Standing Leap. The tristomp’s long jump is up to 40 feet and its high jump up to 30 feet, with or without a running start.

Towering Strider. The tristomp’s movement is unaffected by difficult terrain caused by creatures at least one size smaller than it.

ACTIONS

Multiattack. The tristomp makes three Kick attacks. It can replace any of these attacks with a use of Stomp.

Kick. Melee Weapon Attack: +8, reach 10 ft. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature and the tristomp moved 20+ feet straight toward it immediately before the hit, the target is pushed 30 feet away and knocked prone.

Stomp. Dexterity Saving Throw: DC 16, one prone Large or smaller creature within 5 feet of the tristomp. Failure: 18 (2d12 + 5) bludgeoning damage. Success: Half damage.

Tristomp

Huge • Giant • Neutral Evil

Armor Class 12

Hit Points 76 (8d12 + 24)

Speed 60 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
18 (+4)10 (+0)17 (+3)6 (-2)10 (+0)8 (-2)

Skills Perception +2

Senses passive Perception 12

Languages Giant

CR 3 (XP 700; PB +2)

A tall, long-limbed giant with gray skin, clawed fingers, and a primitive outfit.

Sure-Footed. The tristomp has advantage on saving throws or checks that would move it against its will or knock it prone.

Standing Leap. The tristomp’s long jump is up to 40 feet and its high jump up to 30 feet, with or without a running start.

Towering Strider. The tristomp’s movement is unaffected by difficult terrain caused by creatures at least one size smaller than it.

ACTIONS

Multiattack. The tristomp makes three Kick attacks. It can replace any of these attacks with a use of Stomp.

Kick. Melee Weapon Attack: +6, reach 10 ft. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature and the tristomp moved 20+ feet straight toward it immediately before the hit, the target is pushed 30 feet away and knocked prone.

Stomp. Dexterity Saving Throw: DC 14, one prone Large or smaller creature within 5 feet of the tristomp. Failure: 10 (1d12 + 4) bludgeoning damage. Success: Half damage.

Tristomp

Huge • Giant • Neutral Evil

Armor Class 14

Hit Points 172 (15d12 + 75)

Speed 60 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
22 (+6)12 (+1)19 (+4)6 (-2)10 (+0)8 (-2)

Skills Perception +4

Senses passive Perception 14

Languages Giant

CR 9 (XP 5,000; PB +4)

A tall, long-limbed giant with gray skin, clawed fingers, and a primitive outfit.

Sure-Footed. The tristomp has advantage on saving throws or checks that would move it against its will or knock it prone.

Standing Leap. The tristomp’s long jump is up to 40 feet and its high jump up to 30 feet, with or without a running start.

Towering Strider. The tristomp’s movement is unaffected by difficult terrain caused by creatures at least one size smaller than it.

ACTIONS

Multiattack. The tristomp makes three Kick attacks. It can replace any of these attacks with a use of Stomp.

Kick. Melee Weapon Attack: +10, reach 10 ft. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Medium or smaller creature and the tristomp moved 20+ feet straight toward it immediately before the hit, the target is pushed 30 feet away and knocked prone.

Stomp. Dexterity Saving Throw: DC 18, one prone Large or smaller creature within 5 feet of the tristomp. Failure: 25 (3d12 + 6) bludgeoning damage. Success: Half damage.

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.