Flux Giant

Large • Giant • Neutral

Armor Class 14

Hit Points 136 (16d10 + 48)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
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.

Deadly Leap (While Huge). The giant spends 5 feet of movement to jump to a space within 20 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the giant's destination space. Failure: 32 (5d12) bludgeoning damage, and the target is knocked. Success: Half damage, and the target is pushed 5 feet straight away from the giant.

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)

STRDEXCONINTWISCHA
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.

Deadly Leap (While Huge). The giant spends 5 feet of movement to jump to a space within 20 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 13, each creature in the giant's destination space. Failure: 26 (4d12) bludgeoning damage, and the target is knocked. Success: Half damage, and the target is pushed 5 feet straight away from the giant.

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)

STRDEXCONINTWISCHA
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.

Deadly Leap (While Huge). The giant spends 5 feet of movement to jump to a space within 20 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 17, each creature in the giant's destination space. Failure: 45 (7d12) bludgeoning damage, and the target is knocked. Success: Half damage, and the target is pushed 5 feet straight away from the giant.

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.