Giraith

Huge • Monstrosity • Unaligned

Armor Class 16

Hit Points 147 (14d12 + 56)

Speed 40 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
22 (+6)12 (+1)18 (+4)4 (-3)12 (+1)9 (-1)

Skills Perception +4

Damage Resistances acid

Senses darkvision 60 ft., passive Perception 14

Languages

CR 7 (XP 2,900; PB +3)

A skeletal giraffe-like creature covered in bone-like armor with hollow cavities and a decaying form.

Bladed Hide. At the start of each of its turns, the giraith deals 5 (1d10) slashing damage to any creature it is grappling or any creature grappling it.

Bloodied - Rampage. When the giraith becomes bloodied, it trashes around. Dexterity Saving Throw: DC 17 (with disadvantage if the target is prone), each creature in a 15-foot emanation originating from the giraith. Failure: 17 (2d10 + 6) slashing damage. Failure: Half damage.

Standing Leap. The giraith's long jump is up to 40 feet and its high jump is up to 20 feet with or without a running start.

ACTIONS

Multiattack. The giraith uses its Neck Swing or Acid Spit. It can make one Tail attack before or after.

Neck Swing. Dexterity Saving Throw: DC 17, each creature in a 15-foot cone. Failure: 17 (2d10 + 6) bludgeoning damage.

Acid Spit. Dexterity Saving Throw: DC 15, each creature in a 10-foot-radius sphere centered on a point within 60 feet. Failure: 14 (4d6) acid damage.

Tail. Melee Weapon Attack: +9, reach 20 ft. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). The giraith can only grapple one creature this way.

BONUS ACTIONS

Fling. Dexterity Saving Throw: DC 17, one creature grappled by the giraith. Failure: 1d6 bludgeoning per 10 feet thrown and the target is knocked prone. Success: Half damage. Failure or Success: The target is thrown up to 30 feet in a direction the giraith chooses and no longer grappled by it.

Giraith

Huge • Monstrosity • Unaligned

Armor Class 15

Hit Points 95 (10d12 + 30)

Speed 40 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
19 (+4)11 (+0)17 (+3)4 (-3)12 (+1)9 (-1)

Skills Perception +2

Damage Resistances acid

Senses darkvision 60 ft., passive Perception 12

Languages

CR 4 (XP 1,800; PB +2)

A skeletal giraffe-like creature covered in bone-like armor with hollow cavities and a decaying form.

Bladed Hide. At the start of each of its turns, the giraith deals 3 (1d6) slashing damage to any creature it is grappling or any creature grappling it.

Bloodied - Rampage. When the giraith becomes bloodied, it trashes around. Dexterity Saving Throw: DC 14 (with disadvantage if the target is prone), each creature in a 15-foot emanation originating from the giraith. Failure: 13 (2d8 + 4) slashing damage. Failure: Half damage.

Standing Leap. The giraith's long jump is up to 40 feet and its high jump is up to 20 feet with or without a running start.

ACTIONS

Multiattack. The giraith uses its Neck Swing or Acid Spit. It can make one Tail attack before or after.

Neck Swing. Dexterity Saving Throw: DC 14, each creature in a 15-foot cone. Failure: 11 (2d6 + 4) bludgeoning damage.

Acid Spit. Dexterity Saving Throw: DC 13, each creature in a 5-foot-radius sphere centered on a point within 60 feet. Failure: 7 (2d6) acid damage.

Tail. Melee Weapon Attack: +6, reach 20 ft. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). The giraith can only grapple one creature this way.

BONUS ACTIONS

Fling. Dexterity Saving Throw: DC 14, one creature grappled by the giraith. Failure: 1d6 bludgeoning per 10 feet thrown and the target is knocked prone. Success: Half damage. Failure or Success: The target is thrown up to 20 feet in a direction the giraith chooses and no longer grappled by it.

Giraith

Huge • Monstrosity • Unaligned

Armor Class 17

Hit Points 195 (17d12 + 85)

Speed 40 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
24 (+7)12 (+1)20 (+5)4 (-3)12 (+1)9 (-1)

Skills Perception +5

Damage Resistances acid

Senses darkvision 60 ft., passive Perception 15

Languages

CR 10 (XP 5,900, PB +4)

A skeletal giraffe-like creature covered in bone-like armor with hollow cavities and a decaying form.

Bladed Hide. At the start of each of its turns, the giraith deals 7 (2d6) slashing damage to any creature it is grappling or any creature grappling it.

Bloodied - Rampage. When the giraith becomes bloodied, it trashes around. Dexterity Saving Throw: DC 19 (with disadvantage if the target is prone), each creature in a 15-foot emanation originating from the giraith. Failure: 26 (3d12 + 7) slashing damage. Failure: Half damage.

Standing Leap. The giraith's long jump is up to 40 feet and its high jump is up to 20 feet with or without a running start.

ACTIONS

Multiattack. The giraith uses its Neck Swing or Acid Spit. It can make one Tail attack before or after.

Neck Swing. Dexterity Saving Throw: DC 19, each creature in a 15-foot cone. Failure: 29 (4d10 + 7) bludgeoning damage.

Acid Spit. Dexterity Saving Throw: DC 17, each creature in a 10-foot-radius sphere centered on a point within 60 feet. Failure: 21 (6d6) acid damage.

Tail. Melee Weapon Attack: +11, reach 20 ft. Hit: 25 (4d8 + 7) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 19). The giraith can only grapple one creature this way.

BONUS ACTIONS

Fling. Dexterity Saving Throw: DC 19, one creature grappled by the giraith. Failure: 2d6 bludgeoning per 10 feet thrown and the target is knocked prone. Success: Half damage. Failure or Success: The target is thrown up to 30 feet in a direction the giraith chooses and no longer grappled by it.

QUICK REFERENCE

Habitat

    • Scarred badlands and rocky canyons where the creature’s leaps give it territorial advantage
    • Hot, acidic wastelands or radiated regions
    • Desolate hunting grounds near the edges of monster-infested frontiers where it can be the apex predator

Behavior

    • Roams long distances, scraping its bladed hide against rocks and terrain to keep them sharp
    • Displays violent agitation when hungry, pacing in wide circles and snapping at shadows
    • Treats anything moving smaller than itself as prey or a potential threat, often observing before charging

Information (Intelligence Check)

    • DC 12 Perception: Scratch marks can be found along rocky or wooden terrain, as sign of passage or territory
    • DC 15 Survival: Steep slopes, mountainous hills and other rough terrain are giraith prefered hunting grounds
    • DC 18 Animal Handling: Highly aggressive and falls into fits of rampage when it becomes bloodied

Combat

    • Uses Neck Swing or Acid Spit to hit the most enemies
    • Constantly tries have on traget grappled, if it gets to annoying use Fling to throw it off a cliff or into hazardous terrain
    • Use long reach to avoid getting into 5 feet melee and closing when near bloodied assumes position for Rampage
    • Uses its high-speed and long leaps to reposition and use terrain to advantage, especially to avoid a grappled target from the group

Loot Ideas

    • Bone shards or plates from its bladed hide, used for crafting slashing weapons or bladed armor
    • Vials of residual acidic secretion can harvested to creat simple flasks of acid
    • Softer underbelly allows to cut into the body and harvest meat for rations or food

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.