Shifting Behemoth
Gargantuan • Monstrosity • Chaotic Evil
Armor Class 17
Hit Points 294 (19d20 + 95)
Speed 50 ft., climb 50 ft.
Initiative +12 (22)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 23 (+6) | 20 (+5) | 14 (+2) | 17 (+3) | 17 (+3) |
Saving Throws Str +12, Dex +12
Skills Athletics +12, Acrobatics +12, Perception +9
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses darkvision 120 ft., passive Perception 19
Languages understands the languages of its creator but can't speak
CR 20 (XP 25,000 or 33,000 in lair; PB +6)

Amorphous. The behemoth can move through a space as narrow as 5 feet wide without squeezing.
Erratic Movement. The behemoth doesn't provoke opportunity attacks when it leaves an enemy's reach.
Immutable Anchored Form. The behemoth is immune to any spell or effect that would alter its form, as well as any effect that would teleport or planeshift it.
Legendary Resistance (3/Day, 4/Day in Lair). If the behemoth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The behemoth has advantage on saving throws against spells and other magical effects.
Pack Tactics. The behemoth has advantage on an attack roll against a creature if at least one of the behemoth's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The behemoth can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Split and Merge. At the start of each of the behemoth’s turns, all of its bodies merge into a single Gargantuan body in the space of one of those bodies (the behemoth’s choice). When this occurs, it ends all conditions affecting it, regains 20 hit points, and other creatures and unsecured objects in that space are pushed to the nearest unoccupied spaces.
After merging, the behemoth rolls a d4 and its form reshapes as determined by the result. If the behemoth splits, each new body appears in an unoccupied space as close as possible to the behemoth’s original space. Each body is a separate creature with its own turn. All bodies share the same initiative count and hit point pool, and each body uses the behemoth’s statistics, regardless of its size.
- The behemoth doesn’t change its body.
- The behemoth splits into two Huge-sized bodies.
- The behemoth splits into four Large-sized bodies.
- The behemoth splits into eight Medium-sized bodies.
ACTIONS
Slam (Gargantuan Only). Melee Weapon Attack: +12, reach 20 ft. Hit: 64 (9d12 + 6) bludgeoning damage.
Slam (Huge Only). Melee Weapon Attack: +12, reach 15 ft. Hit: 33 (5d10 + 6) bludgeoning damage.
Slam (Large Only). Melee Weapon Attack: +12, reach 10 ft. Hit: 16 (3d6 + 6) bludgeoning damage.
Slam (Medium Only). Melee Weapon Attack: +12, reach 5 ft. Hit: 8 (1d4 + 6) bludgeoning damage.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the behemoth can expend a use to take one of the following actions. The behemoth regains all expended uses at the start of each of its turns.
Merge. The behemoth merges two bodies equally sized bodies into one a size category bigger. Strength Saving Throw: DC 20, one creature within 5 feet of that new body. Failure: The target is knocked prone and grappled (escape DC 20).
Split. The behemoth splits a Large or larger body into two bodies one a size category smaller. One of those bodies can immediately use its reaction to move up to their speed without provoking opportunity attacks and make a Slam attack.
Rampage. Dexterity Saving Throw: DC 20 (with disadvantage if the creature is within the aura of multiple bodies), each creature in a 5-foot emanation originating from any of the behemoth's bodies. Failure: 22 (4d10) bludgeoning damage. Success: Half damage. Failure or Success: The behemoth can't take this action again until the start of its next turn.
Shifting Behemoth
Gargantuan • Monstrosity • Chaotic Evil
Armor Class 16
Hit Points 246 (17d20 + 68)
Speed 50 ft., climb 50 ft.
Initiative +11 (21)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 21 (+5) | 18 (+4) | 12 (+1) | 15 (+2) | 15 (+2) |
Saving Throws Str +11, Dex +11
Skills Athletics +11, Acrobatics +11, Perception +8
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages understands the languages of its creator but can't speak
CR 17 (XP 18,000 or 20,000 in lair, PB +6)

Amorphous. The behemoth can move through a space as narrow as 5 feet wide without squeezing.
Erratic Movement. The behemoth doesn't provoke opportunity attacks when it leaves an enemy's reach.
Immutable Anchored Form. The behemoth is immune to any spell or effect that would alter its form, as well as any effect that would teleport or planeshift it.
Legendary Resistance (2/Day, 3/Day in Lair). If the behemoth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The behemoth has advantage on saving throws against spells and other magical effects.
Pack Tactics. The behemoth has advantage on an attack roll against a creature if at least one of the behemoth's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The behemoth can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Split and Merge. At the start of each of the behemoth’s turns, all of its bodies merge into a single Gargantuan body in the space of one of those bodies (the behemoth’s choice). When this occurs, it ends all conditions affecting it, regains 15 hit points, and other creatures and unsecured objects in that space are pushed to the nearest unoccupied spaces.
After merging, the behemoth rolls a d4 and its form reshapes as determined by the result. If the behemoth splits, each new body appears in an unoccupied space as close as possible to the behemoth’s original space. Each body is a separate creature with its own turn. All bodies share the same initiative count and hit point pool, and each body uses the behemoth’s statistics, regardless of its size.
- The behemoth doesn’t change its body.
- The behemoth splits into two Huge-sized bodies.
- The behemoth splits into four Large-sized bodies.
- The behemoth splits into eight Medium-sized bodies.
ACTIONS
Slam (Gargantuan Only). Melee Weapon Attack: +11, reach 20 ft. Hit: 57 (8d12 + 5) bludgeoning damage.
Slam (Huge Only). Melee Weapon Attack: +11, reach 15 ft. Hit: 27 (4d10 + 5) bludgeoning damage.
Slam (Large Only). Melee Weapon Attack: +11, reach 10 ft. Hit: 12 (2d6 + 5) bludgeoning damage.
Slam (Medium Only). Melee Weapon Attack: +11, reach 5 ft. Hit: 5 bludgeoning damage.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the behemoth can expend a use to take one of the following actions. The behemoth regains all expended uses at the start of each of its turns.
Merge. The behemoth merges two bodies equally sized bodies into one a size category bigger. Strength Saving Throw: DC 20, one creature within 5 feet of that new body. Failure: The target is knocked prone and grappled (escape DC 20).
Split. The behemoth splits a Large or larger body into two bodies one a size category smaller. One of those bodies can immediately use its reaction to move up to their speed without provoking opportunity attacks and make a Slam attack.
Rampage. Dexterity Saving Throw: DC 20 (with disadvantage if the creature is within the aura of multiple bodies), each creature in a 5-foot emanation originating from any of the behemoth's bodies. Failure: 16 (3d10) bludgeoning damage. Success: Half damage. Failure or Success: The behemoth can't take this action again until the start of its next turn.
Shifting Behemoth
Gargantuan • Monstrosity • Chaotic Evil
Armor Class 18
Hit Points 346 (21d20 + 126)
Speed 50 ft., climb 50 ft.
Initiative +14 (24)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 25 (+7) | 22 (+6) | 16 (+3) | 19 (+4) | 19 (+4) |
Saving Throws Str +12, Dex +12
Skills Athletics +14, Acrobatics +14, Perception +11
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages understands the languages of its creator but can't speak
CR 23 (XP 50,000 or 62,000 in lair, PB +7)

Amorphous. The behemoth can move through a space as narrow as 5 feet wide without squeezing.
Erratic Movement. The behemoth doesn't provoke opportunity attacks when it leaves an enemy's reach.
Immutable Anchored Form. The behemoth is immune to any spell or effect that would alter its form, as well as any effect that would teleport or planeshift it.
Legendary Resistance (4/Day, 5/Day in Lair). If the behemoth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The behemoth has advantage on saving throws against spells and other magical effects.
Pack Tactics. The behemoth has advantage on an attack roll against a creature if at least one of the behemoth's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The behemoth can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Split and Merge. At the start of each of the behemoth’s turns, all of its bodies merge into a single Gargantuan body in the space of one of those bodies (the behemoth’s choice). When this occurs, it ends all conditions affecting it, regains 25 hit points, and other creatures and unsecured objects in that space are pushed to the nearest unoccupied spaces.
After merging, the behemoth rolls a d4 and its form reshapes as determined by the result. If the behemoth splits, each new body appears in an unoccupied space as close as possible to the behemoth’s original space. Each body is a separate creature with its own turn. All bodies share the same initiative count and hit point pool, and each body uses the behemoth’s statistics, regardless of its size.
- The behemoth doesn’t change its body.
- The behemoth splits into two Huge-sized bodies.
- The behemoth splits into four Large-sized bodies.
- The behemoth splits into eight Medium-sized bodies.
ACTIONS
Slam (Gargantuan Only). Melee Weapon Attack: +12, reach 20 ft. Hit: 91 (13d12 + 7) bludgeoning damage.
Slam (Huge Only). Melee Weapon Attack: +12, reach 15 ft. Hit: 45 (7d10 + 7) bludgeoning damage.
Slam (Large Only). Melee Weapon Attack: +12, reach 10 ft. Hit: 21 (4d6 + 7) bludgeoning damage.
Slam (Medium Only). Melee Weapon Attack: +12, reach 5 ft. Hit: 12 (2d4 + 7) bludgeoning damage.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the behemoth can expend a use to take one of the following actions. The behemoth regains all expended uses at the start of each of its turns.
Merge. The behemoth merges two bodies equally sized bodies into one a size category bigger. Strength Saving Throw: DC 20, one creature within 5 feet of that new body. Failure: The target is knocked prone and grappled (escape DC 20).
Split. The behemoth splits a Large or larger body into two bodies one a size category smaller. One of those bodies can immediately use its reaction to move up to their speed without provoking opportunity attacks and make a Slam attack.
Rampage. Dexterity Saving Throw: DC 20 (with disadvantage if the creature is within the aura of multiple bodies), each creature in a 5-foot emanation originating from any of the behemoth's bodies. Failure: 32 (5d12) bludgeoning damage. Success: Half damage. Failure or Success: The behemoth can't take this action again until the start of its next 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.
