Bigfist
Large • Giant • Chaotic Evil
Armor Class 13
Hit Points 76 (9d10 + 27)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) |
Senses darkvision 60 ft., passive Perception 8
Languages Giant
CR 3 (XP 700; PB +2)

Unbalanced Proportions. When the bigfist takes the Dash action, Dexterity Saving Throw: DC 13. Failure: The bigfist is knocked prone.
ACTIONS
Slam. Melee Weapon Attack: +6, reach 10 ft. Hit: 13 (2d8 + 4) bludgeoning damage. Instead of dealing damage, the bigfist can grapple the target (escape DC 14) with one of its two hands. A Medium or smaller creature grappled this way is restrained.
Throw Creature. The bigfist throws a Medium or smaller creature, it is grappling up to 30 feet. The target then takes 1d6 bludgeoning damage per 10 feet thrown. An allied creature thrown that way doesn't take that damage.
Throw Projectile. Ranged Weapon Attack: +6, range 60/240 ft. Hit: 11 (2d6 + 4) bludgeoning damage.
BONUS ACTIONS
Crush. Strength Saving Throw: DC 14, one creature grappled by the bigfist (with disadvantage if the target is Medium or smaller). Failure: 9 (2d4 + 4) bludgeoning damage. Success: Half damage.
REACTIONS
Arm Sweep. Trigger: A creature within 10 feet of the bigfist misses it with an attack roll. Response: The target is knocked prone and can’t stand up this turn.
Bigfist
Large • Giant • Chaotic Evil
Armor Class 12
Hit Points 22 (3d10 + 6)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 8 (-1) | 14 (+2) | 5 (-3) | 7 (-2) | 7 (-2) |
Senses darkvision 60 ft., passive Perception 8
Languages Giant
CR 1/2 (XP 100; PB +2)

Unbalanced Proportions. When the bigfist takes the Dash action, Dexterity Saving Throw: DC 13. Failure: The bigfist is knocked prone.
ACTIONS
Slam. Melee Weapon Attack: +5, reach 10 ft. Hit: 6 (1d6 + 3) bludgeoning damage. Instead of dealing damage, the bigfist can grapple the target (escape DC 13) with one of its two hands. A Medium or smaller creature grappled this way is restrained.
Throw Creature. The bigfist throws a Medium or smaller creature, it is grappling up to 30 feet. The target then takes 1d4 bludgeoning damage per 10 feet thrown. An allied creature thrown that way doesn't take that damage.
Throw Projectile. Ranged Weapon Attack: +5, range 60/240 ft. Hit: 6 (1d6 + 3) bludgeoning damage.
BONUS ACTIONS
Crush. Strength Saving Throw: DC 13, one creature grappled by the bigfist (with disadvantage if the target is Medium or smaller). Failure: 3 bludgeoning damage.
REACTIONS
Arm Sweep. Trigger: A creature within 10 feet of the bigfist misses it with an attack roll. Response: The target is knocked prone and can’t stand up this turn.
Bigfist
Large • Giant • Chaotic Evil
Armor Class 14
Hit Points 123 (13d10 + 52)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 8 (-1) | 18 (+4) | 5 (-3) | 7 (-2) | 7 (-2) |
Senses darkvision 60 ft., passive Perception 8
Languages Giant
CR 6 (XP 2,300; PB +3)

Unbalanced Proportions. When the bigfist takes the Dash action, Dexterity Saving Throw: DC 12. Failure: The bigfist is knocked prone.
ACTIONS
Multiattack. The bigfist makes two Slam attacks.
Slam. Melee Weapon Attack: +8, reach 10 ft. Hit: 14 (2d8 + 5) bludgeoning damage. Instead of dealing damage, the bigfist can grapple the target (escape DC 16) with one of its two hands. A Medium or smaller creature grappled this way is restrained.
Throw Creature. The bigfist throws a Medium or smaller creature, it is grappling up to 30 feet. The target then takes 1d10 bludgeoning damage per 10 feet thrown. An allied creature thrown that way doesn't take that damage.
Throw Projectile. Ranged Weapon Attack: +8, range 60/240 ft. Hit: 15 (3d6 + 5) bludgeoning damage.
BONUS ACTIONS
Crush. Strength Saving Throw: DC 16, one creature grappled by the bigfist (with disadvantage if the target is Medium or smaller). Failure: 12 (2d6 + 5) bludgeoning damage. Success: Half damage.
REACTIONS
Arm Sweep. Trigger: A creature within 10 feet of the bigfist misses it with an attack roll. Response: The target is knocked prone and can’t stand up this 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.
