Flux Giant
Large • Giant • Neutral
Armor Class 14
Hit Points 136 (16d10 + 48)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 16 (+3) | 10 (+0) | 11 (+0) | 10 (+0) |
Skills Athletics +7, Acrobatics +6
Senses Passive Perception 10
Languages Common, Giant
CR 7 (XP 2,900; PB +3)

Erratic Shifting. Oppurtunity attacks against the giant are made with disadvantage. This trait only works when the giant sees the attacker and isn't incapacitated.
Morphing Leap. The giant's jumping distance is doubled.
ACTIONS
Multiattack. The giant makes two Slam attacks.
Slam. Melee Weapon Attack: +7, reach 5 ft (10 ft. while Huge). Hit: 26 (4d10 + 4) bludgeoning damage.
BONUS ACTIONS
Size-Shift. The giant shape-shifts to change its size to Tiny, Small, Medium, Large, or Huge while retaining its game statistics. Equipment it is wearing or carrying is transformed with it but returns to its original size once the giant no longer touches it. Depending on the size, it gains the following benefits:
- The giant has advantage on attack rolls against creatures two sizes smaller than it.
- Creatures two sizes bigger than the giant have disadvantage on attack rolls against it.
- While the giant is Tiny or Small it has advantage on Dexterity checks and saving throws.
- While the giant is Huge it has advantage on Strength checks and saving throws.
REACTIONS
Morph. Trigger: The giant is targeted by an attack roll. Response: The giant imposes disadvantage on the attack roll.
Flux Giant
Large • Giant • Neutral
Armor Class 13
Hit Points 75 (10d10 + 20)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
Skills Athletics +5, Acrobatics +4
Senses Passive Perception 10
Languages Common, Giant
CR 4 (XP 1,100; PB +2)

Erratic Shifting. Oppurtunity attacks against the giant are made with disadvantage. This trait only works when the giant sees the attacker and isn't incapacitated.
Morphing Leap. The giant's jumping distance is doubled.
ACTIONS
Multiattack. The giant makes two Slam attacks.
Slam. Melee Weapon Attack: +5, reach 5 ft (10 ft. while Huge). Hit: 19 (3d10 + 3) bludgeoning damage.
BONUS ACTIONS
Size-Shift. The giant shape-shifts to change its size to Tiny, Small, Medium, Large, or Huge while retaining its game statistics. Equipment it is wearing or carrying is transformed with it but returns to its original size once the giant no longer touches it. Depending on the size, it gains the following benefits:
- The giant has advantage on attack rolls against creatures two sizes smaller than it.
- Creatures two sizes bigger than the giant have disadvantage on attack rolls against it.
- While the giant is Tiny or Small it has advantage on Dexterity checks and saving throws.
- While the giant is Huge it has advantage on Strength checks and saving throws.
REACTIONS
Morph. Trigger: The giant is targeted by an attack roll. Response: The giant imposes disadvantage on the attack roll.
Flux Giant
Large • Giant • Neutral
Armor Class 15
Hit Points 180 (19d10 + 76)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 18 (+4) | 18 (+4) | 10 (+0) | 11 (+0) | 10 (+0) |
Skills Athletics +9, Acrobatics +8
Senses Passive Perception 10
Languages Common, Giant
CR 10 (XP 5,900; PB +4)

Erratic Shifting. Oppurtunity attacks against the giant are made with disadvantage. This trait only works when the giant sees the attacker and isn't incapacitated.
Morphing Leap. The giant's jumping distance is doubled.
ACTIONS
Multiattack. The giant makes two Slam attacks.
Slam. Melee Weapon Attack: +9, reach 5 ft (10 ft. while Huge). Hit: 37 (5d12 + 5) bludgeoning damage.
BONUS ACTIONS
Size-Shift. The giant shape-shifts to change its size to Tiny, Small, Medium, Large, or Huge while retaining its game statistics. Equipment it is wearing or carrying is transformed with it but returns to its original size once the giant no longer touches it. Depending on the size it gains, the following benefits:
- The giant has advantage on attack rolls against creatures two sizes smaller than it.
- Creatures two sizes bigger than the giant have disadvantage on attack rolls against it.
- While the giant is Tiny or Small it has advantage on Dexterity checks and saving throws.
- While the giant is Huge it has advantage on Strength checks and saving throws.
REACTIONS
Morph. Trigger: The giant is targeted by an attack roll. Response: The giant imposes disadvantage on the attack roll.
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.
