Tristomp
Huge • Giant • Neutral Evil
Armor Class 13
Hit Points 114 (12d12 + 36)
Speed 60 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 11 (+0) | 17 (+3) | 6 (-2) | 10 (+0) | 8 (-2) |
Skills Perception +3
Senses passive Perception 13
Languages Giant
CR 6 (XP 2,300, PB +3)

Sure-Footed. The tristomp has advantage on saving throws or checks that would move it against its will or knock it prone.
Standing Leap. The tristomp’s long jump is up to 40 feet and its high jump up to 30 feet, with or without a running start.
Towering Strider. The tristomp’s movement is unaffected by difficult terrain caused by creatures at least one size smaller than it.
ACTIONS
Multiattack. The tristomp makes three Kick attacks. It can replace any of these attacks with a use of Stomp.
Kick. Melee Weapon Attack: +8, reach 10 ft. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature and the tristomp moved 20+ feet straight toward it immediately before the hit, the target is pushed 30 feet away and knocked prone.
Stomp. Dexterity Saving Throw: DC 16, one prone Large or smaller creature within 5 feet of the tristomp. Failure: 18 (2d12 + 5) bludgeoning damage. Success: Half damage.
Tristomp
Huge • Giant • Neutral Evil
Armor Class 12
Hit Points 76 (8d12 + 24)
Speed 60 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 17 (+3) | 6 (-2) | 10 (+0) | 8 (-2) |
Skills Perception +2
Senses passive Perception 12
Languages Giant
CR 3 (XP 700; PB +2)

Sure-Footed. The tristomp has advantage on saving throws or checks that would move it against its will or knock it prone.
Standing Leap. The tristomp’s long jump is up to 40 feet and its high jump up to 30 feet, with or without a running start.
Towering Strider. The tristomp’s movement is unaffected by difficult terrain caused by creatures at least one size smaller than it.
ACTIONS
Multiattack. The tristomp makes three Kick attacks. It can replace any of these attacks with a use of Stomp.
Kick. Melee Weapon Attack: +6, reach 10 ft. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature and the tristomp moved 20+ feet straight toward it immediately before the hit, the target is pushed 30 feet away and knocked prone.
Stomp. Dexterity Saving Throw: DC 14, one prone Large or smaller creature within 5 feet of the tristomp. Failure: 10 (1d12 + 4) bludgeoning damage. Success: Half damage.
Tristomp
Huge • Giant • Neutral Evil
Armor Class 14
Hit Points 172 (15d12 + 75)
Speed 60 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 12 (+1) | 19 (+4) | 6 (-2) | 10 (+0) | 8 (-2) |
Skills Perception +4
Senses passive Perception 14
Languages Giant
CR 9 (XP 5,000; PB +4)

Sure-Footed. The tristomp has advantage on saving throws or checks that would move it against its will or knock it prone.
Standing Leap. The tristomp’s long jump is up to 40 feet and its high jump up to 30 feet, with or without a running start.
Towering Strider. The tristomp’s movement is unaffected by difficult terrain caused by creatures at least one size smaller than it.
ACTIONS
Multiattack. The tristomp makes three Kick attacks. It can replace any of these attacks with a use of Stomp.
Kick. Melee Weapon Attack: +10, reach 10 ft. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Medium or smaller creature and the tristomp moved 20+ feet straight toward it immediately before the hit, the target is pushed 30 feet away and knocked prone.
Stomp. Dexterity Saving Throw: DC 18, one prone Large or smaller creature within 5 feet of the tristomp. Failure: 25 (3d12 + 6) bludgeoning damage. Success: Half damage.
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.
