Zombie Giant

Huge • Undead • Neutral Evil

Armor Class 13

Hit Points 162 (13d12 + 78)

Speed 30 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
21 (+5)6 (-2)22 (+6)3 (-4)8 (-1)6 (-2)

Saving Throws Str +8, Con +9, Wis +2

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands all languages it spoke in life but can't speak

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

A massive undead giant with rotting flesh, torn muscles, and festering wounds, surrounded by smaller zombies.

Putrefaction. While the zombie giant is bloodied, Constitution Saving Throw: DC 17, any creature starting its turn in a 10-foot emanation originating from the zombie giant. Failure: The target becomes poisoned. While poisoned this way, the target spends its action retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Undead Fortitude. If damage reduces the zombie giant to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is radiant or from a critical hit. On a successful save, the zombie giant drops to 1 hit point instead.

Unusual Nature. The zombie giant doesn't require air, food, drink, or sleep.

Zombie Meal. The zombie giant has 1d2 zombies swallowed at the start of combat.

ACTIONS

Multiattack. The zombie giant makes two attacks, only one of which can be a Bite attack.

Slam. Melee Weapon Attack: +8, reach 10 ft. Hit: 19 (3d8 + 5) bludgeoning damage.

Bite. Melee Weapon Attack: +8, reach 5 ft., one grappled creature. Hit: 15 (3d6 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16).

BONUS ACTIONS

Swallow. Strength Saving Throw: DC 17, one Medium or smaller creature grappled by the zombie giant (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the zombie giant, and the grapple ends. A creature swallowed by the zombie giant is restrained; it has three-quarters cover against attacks and other effects outside the zombie giant. The target can perceive its surroundings partially through the shredded body of the zombie giant. At the start of each of the target’s turns, it takes 10 (3d6) poison damage and must save against the Putrefaction trait, even if the zombie giant is not bloodied.
As an action, the swallowed target can make a DC 17 Strength check, provided the zombie is bloodied, to escape from the zombie’s ripped-open body, exiting prone. If the zombie is dead, a target automatically succeeds on the check.

 

Zombie Giant

Huge • Undead • Neutral Evil

Armor Class 12

Hit Points 92 (8d12 + 40)

Speed 30 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
19 (+4)6 (-2)20 (+5)3 (-4)8 (-1)6 (-2)

Saving Throws Str +6, Con +7, Wis +1

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands all languages it spoke in life but can't speak

CR 4 (XP 1,100; PB +2)

A massive undead giant with rotting flesh, torn muscles, and festering wounds, surrounded by smaller zombies.

Putrefaction. While the zombie giant is bloodied, Constitution Saving Throw: DC 15, any creature starting its turn in a 10-foot emanation originating from the zombie giant. Failure: The target becomes poisoned. While poisoned this way, the target spends its action retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Undead Fortitude. If damage reduces the zombie giant to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is radiant or from a critical hit. On a successful save, the zombie giant drops to 1 hit point instead.

Unusual Nature. The zombie giant doesn't require air, food, drink, or sleep.

Zombie Meal. The zombie giant has 1d2 - 1 zombies swallowed at the start of combat.

ACTIONS

Multiattack. The zombie giant makes two attacks, only one of which can be a Bite attack.

Slam. Melee Weapon Attack: +6, reach 10 ft. Hit: 13 (2d8 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +6, reach 5 ft., one grappled creature. Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14).

BONUS ACTIONS

Swallow. Strength Saving Throw: DC 15, one Medium or smaller creature grappled by the zombie giant (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the zombie giant, and the grapple ends. A creature swallowed by the zombie giant is restrained; it has three-quarters cover against attacks and other effects outside the zombie giant. The target can perceive its surroundings partially through the shredded body of the zombie giant. At the start of each of the target’s turns, it takes 7 (2d6) poison damage and must save against the Putrefaction trait, even if the zombie giant is not bloodied.
As an action, the swallowed target can make a DC 15 Strength check, provided the zombie is bloodied, to escape from the zombie’s ripped-open body, exiting prone. If the zombie is dead, a target automatically succeeds on the check.

Zombie Giant

Huge • Undead • Neutral Evil

Armor Class 14

Hit Points 216 (16d12 + 112)

Speed 30 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
23 (+6)6 (-2)24 (+7)3 (-4)8 (-1)6 (-2)

Saving Throws Str +10, Con +11, Wis +3

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands all languages it spoke in life but can't speak

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

A massive undead giant with rotting flesh, torn muscles, and festering wounds, surrounded by smaller zombies.

Putrefaction. While the zombie giant is bloodied, Constitution Saving Throw: DC 19, any creature starting its turn in a 10-foot emanation originating from the zombie giant. Failure: The target becomes poisoned. While poisoned this way, the target spends its action retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Undead Fortitude. If damage reduces the zombie giant to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is radiant or from a critical hit. On a successful save, the zombie giant drops to 1 hit point instead.

Unusual Nature. The zombie giant doesn't require air, food, drink, or sleep.

Zombie Meal. The zombie giant has 1d3 zombies swallowed at the start of combat.

ACTIONS

Multiattack. The zombie giant makes two attacks, only one of which can be a Bite attack.

Slam. Melee Weapon Attack: +10, reach 10 ft. Hit: 24 (4d8 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +10, reach 5 ft., one grappled creature. Hit: 20 (4d6 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19).

BONUS ACTIONS

Swallow. Strength Saving Throw: DC 19, one Medium or smaller creature grappled by the zombie giant (it can have up to four creatures swallowed at a time). Failure: The target is swallowed by the zombie giant, and the grapple ends. A creature swallowed by the zombie giant is restrained; it has three-quarters cover against attacks and other effects outside the zombie giant. The target can perceive its surroundings partially through the shredded body of the zombie giant. At the start of each of the target’s turns, it takes 14 (4d6) poison damage and must save against the Putrefaction trait, even if the zombie giant is not bloodied.
As an action, the swallowed target can make a DC 19 Strength check, provided the zombie is bloodied, to escape from the zombie’s ripped-open body, exiting prone. If the zombie is dead, a target automatically succeeds on the check.

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.