Cannibal

Small or Medium • Humanoid • Any Alignment

Armor Class 15

Hit Points 65 (10d8 + 20)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
17 (+3)16 (+3)15 (+2)10 (+0)13 (+1)10 (+0)

Skills Athletics +5, Perception +3, Survival +3

Gear greataxe, hide, javelin

Senses passive Perception 13

Languages Common

CR 3 (XP 700; PB +2)

A feral humanoid marauder clad in hides and bones, wielding a crude blade, driven by hunger, brutality, and a complete disregard for life.

Fearless. The cannibal has advantage on saving throws against being frightened.

Pack Tactics. The cannibal has advantage on an attack roll against a creature if at least one of the cannibal's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Multiattack. The cannibal makes two attacks, using Greataxe or Javelin in any combination. It can replace one of these attacks with a use of Grab and Bite.

Greataxe. Melee Weapon Attack: +5, reach 5 ft. Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5, reach 5 ft or range 30/120 ft. Hit: 6 (1d6 + 3) piercing damage.

Grab and Bite. Strength Saving Throw: DC 13, one creature within 5 feet of the cannibal that it can see. Failure: 8 (2d4 + 3) piercing damage, and the target becomes grappled (escape DC 13). Further, the target’s hit dice maximum is reduced by 1. The target dies if this reduces its hit dice maximum to 0. Otherwise, the reduction lasts until the target finishes a long rest.

REACTIONS

Cannibalism. Trigger: The cannibal reduces a creature to 0 hit points. Response: The cannibal uses its Grab and Bite against the target.

Cannibal

Small or Medium • Humanoid • Any Alignment

Armor Class 14

Hit Points 26 (4d8 + 4)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
15 (+2)14 (+2)13 (+1)10 (+0)13 (+1)10 (+0)

Skills Athletics +5, Perception +3, Survival +3

Gear greataxe, hide, javelin

Senses passive Perception 13

Languages Common

CR 1/2 (XP 100; PB +2)

A feral humanoid marauder clad in hides and bones, wielding a crude blade, driven by hunger, brutality, and a complete disregard for life.

Fearless. The cannibal has advantage on saving throws against being frightened.

Pack Tactics. The cannibal has advantage on an attack roll against a creature if at least one of the cannibal's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Greataxe. Melee Weapon Attack: +4, reach 5 ft. Hit: 8 (1d12 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +4, reach 5 ft or range 30/120 ft. Hit: 5 (1d6 + 2) piercing damage.

Grab and Bite. Strength Saving Throw: DC 12, one creature within 5 feet of the cannibal that it can see. Failure: 4 (1d4 + 2) piercing damage, and the target becomes grappled (escape DC 12). Further, the target’s hit dice maximum is reduced by 1. The target dies if this reduces its hit dice maximum to 0. Otherwise, the reduction lasts until the target finishes a long rest.

REACTIONS

Cannibalism. Trigger: The cannibal reduces a creature to 0 hit points. Response: The cannibal uses its Grab and Bite against the target.

Cannibal

Small or Medium • Humanoid • Any Alignment

Armor Class 16

Hit Points 112 (15d8 + 45)

Speed 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
19 (+4)18 (+4)17 (+3)10 (+0)13 (+1)10 (+0)

Saving Throws Str +7, Dex +7

Skills Athletics +6, Perception +4, Survival +4

Gear greataxe, hide, javelin

Senses passive Perception 14

Languages Common

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

A feral humanoid marauder clad in hides and bones, wielding a crude blade, driven by hunger, brutality, and a complete disregard for life.

Fearless. The cannibal has advantage on saving throws against being frightened.

Pack Tactics. The cannibal has advantage on an attack roll against a creature if at least one of the cannibal's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Multiattack. The cannibal makes two attacks, using Greataxe or Javelin in any combination. It can replace one of these attacks with a use of Grab and Bite.

Greataxe. Melee Weapon Attack: +7, reach 5 ft. Hit: 17 (2d12 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +7, reach 5 ft or range 30/120 ft. Hit: 11 (2d6 + 4) piercing damage.

Grab and Bite. Strength Saving Throw: DC 15, one creature within 5 feet of the cannibal that it can see. Failure: 11 (3d4 + 4) piercing damage, and the target becomes grappled (escape DC 15). Further, the target’s hit dice maximum is reduced by 1. The target dies if this reduces its hit dice maximum to 0. Otherwise, the reduction lasts until the target finishes a long rest.

REACTIONS

Cannibalism. Trigger: The cannibal reduces a creature to 0 hit points. Response: The cannibal uses its Grab and Bite against the target.

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.