Bulgasari
Huge • Giant • Neutral Evil
Armor Class 20
Hit Points 175 (13d12 + 91)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 8 (-1) | 25 (+7) | 12 (+1) | 15 (+2) | 14 (+2) |
Saving Throws Str +12, Con +12
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities poisoned
Senses passive Perception 12
Languages Common, Giant
CR 13 (XP 10,000 or 11,500 with 4 or more active metals; PB +5)

Fire Weakness. When the bulgasari takes 10 or more fire damage, attacks against it gain advantage, and the bulgasari has disadvantage on saving throws. This effect lasts until the end of bulgasari’s next turn.
Metal Eater. When the bulgasari consumes a mundane Small or larger metallic object (or multiple objects that amount to a Small or large pile), it gains the following effects depending on the metal type for 10 days. The bulgasari can have multiple effects active at the same time, and the GM decides which effects are already active at the start of the combat:
- Adamantine. Any critical hit scored against the bulgasari becomes a normal hit.
- Brass or Bronze. The bulgasari gains proficiency in the Athletics and Perception skills.
- Gold. The bulgasari gains darkvision out to 120 feet.
- Iron or Steel. The bulgasari AC increases by 2.
- Lead. The bulgasari gains proficiency in the Strength and Constitution saving throw.
- Mithril. The bulgasari’s speed increases by 20 feet.
- Silver. The bulgasari’s attacks count as magical.
- Tin. The bulgasari becomes immune to being charmed or frightened.
Statue Form. If reduced to 0 hit points, the bulgasari turns into a Medium metallic statue (AC 20, HP 100, immune to all damage except fire damage, damage threshold of 20 against fire) weighing 3000 pounds. The bulgasari reforms in 1d10 days, reviving with all its hit points.
ACTIONS
Multiattack. The bulgasari makes one Slam and one Tusks attack, and uses its Trunk once.
Slam. Melee Weapon Attack: +12, reach 10 ft. Hit: 18 (2d10 + 7) bludgeoning damage.
Trunk. Strength Saving Throw: DC 20, one creature within 10 feet that the bulgasari can see. Failure: 14 (2d6 + 7) bludgeoning damage, and the target becomes grappled (escape DC 20). Optionally, instead of dealing damage, the bulgasari can disarm the target of an object that it is holding, such as a weapon or shield.
Tusks. Melee Weapon Attack: +12, reach 10 ft. Hit: 33 (4d12 + 7) bludgeoning damage, and the target is knocked prone. The attack deals double damage to objects.
BONUS ACTIONS
Swallow Metal. The bulgasari consumes a mundane Smaller or smaller metallic object it is holding or has grappled. It then gains the benefits of its Metal Eater trait according to the type of metal it ate.
Bulgasari
Huge • Giant • Neutral Evil
Armor Class 19
Hit Points 125 (10d12 + 60)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 8 (-1) | 23 (+6) | 12 (+1) | 15 (+2) | 14 (+2) |
Saving Throws Str +10, Con +10
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities poisoned
Senses passive Perception 12
Languages Common, Giant
CR 10 (XP 5,900 or 7,200 with 4 or more active metals; PB +4)

Fire Weakness. When the bulgasari takes 10 or more fire damage, attacks against it gain advantage, and the bulgasari has disadvantage on saving throws. This effect lasts until the end of bulgasari’s next turn.
Metal Eater. When the bulgasari consumes a mundane Small or larger metallic object (or multiple objects that amount to a Small or large pile), it gains the following effects depending on the metal type for 10 days. The bulgasari can have multiple effects active at the same time, and the GM decides which effects are already active at the start of the combat:
- Adamantine. Any critical hit scored against the bulgasari becomes a normal hit.
- Brass or Bronze. The bulgasari gains proficiency in the Athletics and Perception skills.
- Gold. The bulgasari gains darkvision out to 120 feet.
- Iron or Steel. The bulgasari AC increases by 2.
- Lead. The bulgasari gains proficiency in the Strength and Constitution saving throw.
- Mithril. The bulgasari’s speed increases by 20 feet.
- Silver. The bulgasari’s attacks count as magical.
- Tin. The bulgasari becomes immune to being charmed or frightened.
Statue Form. If reduced to 0 hit points, the bulgasari turns into a Medium metallic statue (AC 20, HP 75, immune to all damage except fire damage, damage threshold of 15 against fire) weighing 3000 pounds. The bulgasari reforms in 1d10 days, reviving with all its hit points.
ACTIONS
Multiattack. The bulgasari makes one Slam and one Tusks attack, and uses its Trunk once.
Slam. Melee Weapon Attack: +10, reach 10 ft. Hit: 13 (2d6 + 6) bludgeoning damage.
Trunk. Strength Saving Throw: DC 18, one creature within 10 feet that the bulgasari can see. Failure: 9 (1d6 + 6) bludgeoning damage, and the target becomes grappled (escape DC 18). Optionally, instead of dealing damage, the bulgasari can disarm the target of an object that it is holding, such as a weapon or shield.
Tusks. Melee Weapon Attack: +10, reach 10 ft. Hit: 28 (4d10 + 6) bludgeoning damage, and the target is knocked prone. The attack deals double damage to objects.
BONUS ACTIONS
Swallow Metal. The bulgasari consumes a mundane Small or smaller metallic object it is holding or has grappled. It then gains the benefits of its Metal Eater trait according to the type of metal it ate.
Bulgasari
Huge • Giant • Neutral Evil
Armor Class 21
Hit Points 217 (15d12 + 120)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 8 (-1) | 25 (+7) | 12 (+1) | 15 (+2) | 14 (+2) |
Saving Throws Str +13, Con +13
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities poisoned
Senses passive Perception 12
Languages Common, Giant
CR 16 (XP 15,000 or 18,000 with 4 or more active metals; PB +5)

Fire Weakness. When the bulgasari takes 10 or more fire damage, attacks against it gain advantage, and the bulgasari has disadvantage on saving throws. This effect lasts until the end of bulgasari’s next turn.
Metal Eater. When the bulgasari consumes a mundane Small or larger metallic object (or multiple objects that amount to a Small or large pile), it gains the following effects depending on the metal type for 10 days. The bulgasari can have multiple effects active at the same time, and the GM decides which effects are already active at the start of the combat:
- Adamantine. Any critical hit scored against the bulgasari becomes a normal hit.
- Brass or Bronze. The bulgasari gains proficiency in the Athletics and Perception skills.
- Gold. The bulgasari gains darkvision out to 120 feet.
- Iron or Steel. The bulgasari AC increases by 2.
- Lead. The bulgasari gains proficiency in the Strength and Constitution saving throw.
- Mithril. The bulgasari’s speed increases by 20 feet.
- Silver. The bulgasari’s attacks count as magical.
- Tin. The bulgasari becomes immune to being charmed or frightened.
Statue Form. If reduced to 0 hit points, the bulgasari turns into a Medium metallic statue (AC 20, HP 150, immune to all damage except fire damage, damage threshold of 30 against fire) weighing 3000 pounds. The bulgasari reforms in 1d10 days, reviving with all its hit points.
ACTIONS
Multiattack. The bulgasari makes one Slam and one Tusks attack, and uses its Trunk once.
Slam. Melee Weapon Attack: +13, reach 10 ft. Hit: 24 (3d10 + 8) bludgeoning damage.
Trunk. Strength Saving Throw: DC 21, one creature within 10 feet that the bulgasari can see. Failure: 18 (3d6 + 8) bludgeoning damage, and the target becomes grappled (escape DC 20). Optionally, instead of dealing damage, the bulgasari can disarm the target of an object that it is holding, such as a weapon or shield.
Tusks. Melee Weapon Attack: +13, reach 10 ft. Hit: 40 (5d12 + 8) bludgeoning damage, and the target is knocked prone. The attack deals double damage to objects.
BONUS ACTIONS
Swallow Metal. The bulgasari consumes a mundane Small or smaller metallic object it is holding or has grappled. It then gains the benefits of its Metal Eater trait according to the type of metal it ate.
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.
