Living Rubble

Huge • Construct • Unaligned

Armor Class 15

Hit Points 144 (17d12 + 34)

Speed 10 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
19 (+4)8 (-1)14 (+2)1 (-5)5 (-3)1 (-5)

Saving Throws Str +7

Damage Vulnerabilties thunder

Damage Resistances slashing

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, stunned

Senses blindsight 60 ft., passive Perception 7

Languages -

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

False Appearance. If the rubble is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the rubble move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that it is more than a pile of debris.

Unusual Nature. The rubble doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The rubble makes one Debris Slam attack and uses its Wall of Rubble once.

Debris Slam. Melee or Ranged Weapon Attack: +7, reach 10 ft. or range 30/60 ft. Hit: 17 (2d12 + 4) bludgeoning damage.

Wall of Rubble. The rubble casts wall of stone. The spell can only create 10x10-foot-wide panels, doesn't require concentration, and lasts until the start of its next turn.

BONUS ACTIONS

Wall Crumble. The rubble chooses a wall segment of its Wall of Rubble that is within 5 feet of a creature. Dexterity Saving Throw: DC 15, the creature next to the segment. Failure: 13 (3d8) bludgeoning damage. Failure or Success: The chosen wall segment is destroyed.

REACTIONS

Distractive Collapse. Trigger: A creature within 5 feet of a segment of the Wall of Rubble makes an attack roll. Response: The rubble uses its Crumble against that creature. The creature can choose to make its triggering attack roll with disadvantage. If it does, it has advantage on the saving throw against Wall Crumble.

Living Rubble

Huge • Construct • Unaligned

Armor Class 14

Hit Points 144 (17d12 + 34)

Speed 10 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
17 (+3)8 (-1)12 (+1)1 (-5)5 (-3)1 (-5)

Saving Throws Str +5

Damage Vulnerabilties thunder

Damage Resistances slashing

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, stunned

Senses blindsight 60 ft., passive Perception 7

Languages -

CR 3 (XP 700; PB +2)

False Appearance. If the rubble is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the rubble move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that it is more than a pile of debris.

Unusual Nature. The rubble doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The rubble makes one Debris Slam attack and uses its Wall of Rubble once.

Debris Slam. Melee or Ranged Weapon Attack: +5, reach 10 ft. or range 30/60 ft. Hit: 9 (1d12 + 3) bludgeoning damage.

Wall of Rubble. The rubble casts wall of stone. The spell can only create 10x10-foot-wide panels, doesn't require concentration, and lasts until the start of its next turn.

BONUS ACTIONS

Wall Crumble. The rubble chooses a wall segment of its Wall of Rubble that is within 5 feet of a creature. Dexterity Saving Throw: DC 13, the creature next to the segment. Failure: 9 (2d8) bludgeoning damage. Failure or Success: The chosen wall segment is destroyed.

REACTIONS

Distractive Collapse. Trigger: A creature within 5 feet of a segment of the Wall of Rubble makes an attack roll. Response: The rubble uses its Crumble against that creature. The creature can choose to make its triggering attack roll with disadvantage. If it does, it has advantage on the saving throw against Wall Crumble.

Living Rubble

Huge • Construct • Unaligned

Armor Class 16

Hit Points 144 (17d12 + 34)

Speed 10 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
21 (+5)8 (-1)16 (+3)1 (-5)5 (-3)1 (-5)

Saving Throws Str +9

Damage Vulnerabilties thunder

Damage Resistances slashing

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, stunned

Senses blindsight 60 ft., passive Perception 7

Languages -

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

False Appearance. If the rubble is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the rubble move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that it is more than a pile of debris.

Unusual Nature. The rubble doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The rubble makes one Debris Slam attack and uses its Wall of Rubble once.

Debris Slam. Melee or Ranged Weapon Attack: +9, reach 10 ft. or range 30/60 ft. Hit: 24 (3d12 + 5) bludgeoning damage.

Wall of Rubble. The rubble casts wall of stone. The spell can only create 10x10-foot-wide panels, doesn't require concentration, and lasts until the start of its next turn.

BONUS ACTIONS

Wall Crumble. The rubble chooses a wall segment of its Wall of Rubble that is within 5 feet of a creature. Dexterity Saving Throw: DC 17, the creature next to the segment. Failure: 18 (4d8) bludgeoning damage. Failure or Success: The chosen wall segment is destroyed.

REACTIONS

Distractive Collapse. Trigger: A creature within 5 feet of a segment of the Wall of Rubble makes an attack roll. Response: The rubble uses its Crumble against that creature. The creature can choose to make its triggering attack roll with disadvantage. If it does, it has advantage on the saving throw against Wall Crumble.

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.