JOURNEYS THROUGH THE RADIANT CITADEL 1
ALSO BY ANNE GREGERSEN
CREDITS
Writing and Graphic Design: Anne Gregersen
Editing: E.R.F. Jordan
Cover Illustrator: Warmtail
Interior Illustrator: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
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countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by
Anne Gregersen and published under the Community Content Agreement for Dungeon Masters Guild.
2 BLOODIED & BRUISED
TABLE OF CONTENTS
BLOODIED & BRUISED Cult Fanatic ��������������������������������������������������13 Night Hag �����������������������������������������������������21
Cultist ������������������������������������������������������������13 Noble �������������������������������������������������������������21
The Bloodied Condition �������������������������������4 Demilich �������������������������������������������������������13 Nothic �����������������������������������������������������������21
Bloodied Abilities ����������������������������������������� 5 Deva ��������������������������������������������������������������14 Ochre Jelly ����������������������������������������������������21
Dire Wolf ������������������������������������������������������14 Oni �����������������������������������������������������������������21
Death Throes ��������������������������������������������������5 Displacer Beast ��������������������������������������������14 Otyugh ����������������������������������������������������������22
Djinni ������������������������������������������������������������14 Pegasus ����������������������������������������������������������22
NEW CREATURE ENTRIES Doppelganger �����������������������������������������������14 Peryton ����������������������������������������������������������22
Dragon Turtle �����������������������������������������������15 Planetar ���������������������������������������������������������22
Aurumvorax ��������������������������������������������������� 6 Druid �������������������������������������������������������������15 Priest �������������������������������������������������������������22
Aurumvorax Den Leader ������������������������������6 Dryad ������������������������������������������������������������15 Purple Worm ������������������������������������������������23
Bakunawa ������������������������������������������������������� 6 Efreeti ������������������������������������������������������������15 Reef Shark �����������������������������������������������������23
Haint ���������������������������������������������������������������� 7 Ettin ��������������������������������������������������������������15 Revenant �������������������������������������������������������23
Pari ������������������������������������������������������������������ 7 Fire Giant ������������������������������������������������������16 Riding Horse ������������������������������������������������23
Riverine ����������������������������������������������������������7 Fire Snake �����������������������������������������������������16 Roper �������������������������������������������������������������23
Soul Shaker �����������������������������������������������������8 Flameskull ����������������������������������������������������16 Saber-Toothed Tiger �����������������������������������24
Tlacatecolo ����������������������������������������������������8 Fomorian ������������������������������������������������������16 Sahuagin Baron ��������������������������������������������24
Tlexolotl ���������������������������������������������������������� 8 Gargoyle ��������������������������������������������������������17 Salamander ��������������������������������������������������24
Whistler ���������������������������������������������������������8 Ghost �������������������������������������������������������������17 Scout ��������������������������������������������������������������24
Wynling ���������������������������������������������������������8 Ghoul ������������������������������������������������������������17 Sea Hag ���������������������������������������������������������24
Giant Badger ������������������������������������������������17 Shadow Demon �������������������������������������������24
CREATURES FROM THE Giant Crocodile �������������������������������������������17 Shambling Mound ���������������������������������������25
MONSTER MANUAL Giant Lizard �������������������������������������������������17 Skeleton ���������������������������������������������������������25
Giant Sea Horse �������������������������������������������17 Specter �����������������������������������������������������������25
Aboleth ����������������������������������������������������������� 9 Giant Shark ���������������������������������������������������18 Spirit Naga ����������������������������������������������������25
Acolyte ������������������������������������������������������������ 9 Gibbering Mouther �������������������������������������18 Spy �����������������������������������������������������������������25
Adult Blue Dracolich ������������������������������������9 Green Hag ����������������������������������������������������18 Stone Golem ������������������������������������������������26
Adult Bronze Dragon ������������������������������������9 Griffon �����������������������������������������������������������18 Storm Giant ��������������������������������������������������26
Adult Gold Dragon �������������������������������������10 Guard ������������������������������������������������������������18 Swarm of Poisonous Snakes �����������������������26
Air Elementals ���������������������������������������������10 Gynosphinx ��������������������������������������������������19 Swarm of Quippers �������������������������������������26
Allosaurus �����������������������������������������������������10 Hawk �������������������������������������������������������������19 Thri-kreen �����������������������������������������������������27
Ancient Brass Dragon ���������������������������������11 Helmed Horror ��������������������������������������������19 Thug ���������������������������������������������������������������27
Ankheg ����������������������������������������������������������11 Hydra ������������������������������������������������������������19 Treant ������������������������������������������������������������27
Archmage ����������������������������������������������������11 Jackalwere �����������������������������������������������������19 Ultroloth �������������������������������������������������������27
Assassin ���������������������������������������������������������11 Kenku ������������������������������������������������������������19 Veteran ����������������������������������������������������������27
Bandit ������������������������������������������������������������11 Knight �����������������������������������������������������������19 Water Elemental ������������������������������������������28
Banshee ���������������������������������������������������������12 Lizard ������������������������������������������������������������20 Water Weird �������������������������������������������������28
Behir ��������������������������������������������������������������12 Lizardfolk ������������������������������������������������������20 Weretiger ������������������������������������������������������28
Beholder ��������������������������������������������������������12 Mage ��������������������������������������������������������������20 Will-o’-Wisp �������������������������������������������������28
Black Pudding ����������������������������������������������12 Manticore �����������������������������������������������������20 Wraith �����������������������������������������������������������29
Bulette �����������������������������������������������������������12 Marid �������������������������������������������������������������20 Wyvern ����������������������������������������������������������29
Cat �����������������������������������������������������������������12 Merfolk ���������������������������������������������������������20 Young Red Dragon ��������������������������������������29
Cloaker ����������������������������������������������������������13 Mud Mephit �������������������������������������������������20 Zombie ���������������������������������������������������������29
Cloud Giant ��������������������������������������������������13
Commoner ���������������������������������������������������13
Crawling Claw ���������������������������������������������13
JOURNEYS THROUGH THE RADIANT CITADEL 3
BLOODIED & BRUISED
JOURNEYS THROUGH THE RADIANT CITADEL
T he bugbear chief nurses a gushing condition. This number is static and doesn’t take
wound in her side before issuing an into account things like additional hit points or
order of retreat to her allies. A bright similar effects.
light forms around the angel’s dying
body, blinding everyone near it as it passes on from Some creatures gain new abilities when they
the world of the living. With blood streaming down become bloodied, making them fight harder or
its torso, an enraged hill giant slams its fists into the more desperately than before. Some abilities can
ground and causes the earth around it to quake. only be triggered once during an encounter, while
others persist for as long as the creature is bloodied.
Bloodied & Bruised provides special combat
actions to the creatures in Journeys through the • While Bloodied… Traits that have this or
Radiant Citadel offering new tactics for them to similar text in the opening, persist for as long
employ in battle. Some of these abilities only have as the creature is bloodied.
a light impact on how the creature acts, while
other “bloodied features” completely change how • When First Bloodied… Traits that have this
the monster behaves in battle. Bloodied & Bruised text in the opening are only triggered when
is designed to make the latter half of battle more the creature is first bloodied in an encounter.
teeth-clenching than the rounds that came before it. If the creature is healed out of its bloodied
state and then made bloodied again later
THE BLOODIED CONDITION during the same encounter, this ability doesn’t
trigger again.
The “bloodied” condition, originally from 4e, is
used to signify how a creature is faring in a combat Player characters can become bloodied as well.
scenario. A creature becomes bloodied when it This information can be useful for the party’s
reaches half of its hit point maximum (rounded opponents, as they can see who among the party
down), which acts as a way of communicating is closest to falling unconscious and target them
the state of an opponent in a fight. Telling the accordingly. Some creatures, like lycanthropes, even
players the creature they are fighting is bloodied get abilities that make them extra deadly against
shows them how far along in the fight they are and bloodied characters.
whether they should be planning a retreat or going
in for the kill. What is an Encounter? An “encounter” is any
physical conflict that the party has against enemies,
For consistency’s sake, all creatures listed in this monsters, or the environment. Its beginning is
document are given the “bloodied” condition, even signified by rolling initiative, and it ends when all
where that word may not be the most suitable to characters are out of initiative. Trigger abilities, as
use. In some cases, such as with constructs and presented in this document, can only be used once
oozes, the terms “bruised” or “battered” better per encounter.
describe how a creature is faring in a fight. This
document also notes the hit point amount a Bloodied Critters. If a creature has 10 hit points
specific creature must have to receive the bloodied or less, this document provides it with no bloodied
abilities. A creature with so few hit points would
rarely be in a fight for more than a round or two,
4 BLOODIED & BRUISED
and bloodied abilities are excessive for its stat block. DEATH THROES
However, if you wish to add a bloodied ability to
such a creature, we suggest adding the Cornered Death Throes is a new effect added by this book,
bloodied ability, Made It Angry strength, or the meant to make the defeat of an enemy stand out as
Worn Out frailty, as defined by this document. See it makes a final show of defiance when slain. It’s a
the hydra entry for details on these abilities. unique effect triggered when certain creatures reach
0 hit points and die. Some creatures already have
BLOODIED ABILITIES a Death Throes trait written into their stat block.
This document adds new Death Throes to several
A creature’s abilities depend on the resources the other creatures that the DM can use to make an
creature has on hand. If a creature is animal-like in encounter more destructive or unique.
nature, it lashes out in desperation or grows tired
as the fight goes on, while humanoid opponents Depending on the nature of the creature’s death,
might look for ways to leave combat as they see the the Death Throes might not
fight turning against them. For this reason, some activate. For instance, if
bloodied features recur throughout the document, the creature dies from fall
as they are associated with a specific type of damage, is obliterated such
creature. as with the disintegrate
spell, or suffers instant
The amount of bloodied abilities also depends on death, it’s up to the DM
the creature’s CR. There is no reason for a creature whether the Death Throes
with only a few hit points to have a ton of new occur or not.
possible actions it can do if it’s gonna be defeated
in a couple of rounds anyway. Lower CR creatures
don’t have as many or as complex bloodied abilities
as a result.
Bloodied abilities can look as follows:
Ability Recharge. A trait or action is immediately
recharged without the creature having to roll for it.
New Ability. The creature gains a new trait or
action while in its bloodied state.
Strength or Frailty. The creature is made stronger
or weaker in its bloodied state. This can include
changes to its AC, speed, or damage resistances.
Trigger Ability. When the creature becomes
bloodied, a unique ability is triggered. The ability
only triggers if the creature is able to act it out,
meaning that incapacitated creatures can’t use
trigger abilities in most cases. Likewise, if the
trigger ability requires a reaction to fulfill, the
creature can’t use the ability if it has already used
its reaction that round.
JOURNEYS THROUGH THE RADIANT CITADEL 5
NEW CREATURE ENTRIES
AURUMVORAX BAKUNAWA
When bloodied at 18 HP, the aurumvorax has the When bloodied at 75 HP, the bakunawa has the
following features. following features.
Strength: Burrower’s Defense. While it is Ability Recharge: Legendary Actions. When first
bloodied and at least half its body is burrowed into bloodied, the bakunawa regains all expended uses
the ground, the aurumvorax’s AC increases by 2. of its legendary actions.
Trigger Ability: Cornered. When first bloodied, New Ability: Static Sparks. While bloodied,
the aurumvorax can make a melee attack against a lightning crackles across the bakunawa’s body. If a
creature within range as a reaction. creature hits the bakunawa with an unarmed strike
or a melee weapon made of metal, the creature takes
AURUMVORAX DEN LEADER 9 (2d8) lightning damage.
When bloodied at 26 HP, the aurumvorax den Trigger Ability: Cornered. When first bloodied,
leader has the following features. the bakunawa can use its reaction to make a Claw
attack against a creature within range.
New Ability: Strong Grapple. While bloodied, the
aurumvorax has advantage on attack rolls against Death Throes: Dark Lightning. When it dies,
creatures it has grappled. black lightning surges from the bakunawa’s body.
The area within 60 feet of the bakunawa becomes
Strength: Burrower’s Defense. While it is heavily obscured with stormy darkness, and each
bloodied and at least half its body is burrowed into creature in the area must make a DC 17 Dexterity
the ground, the aurumvorax’s AC increases by 2. saving throw. A creature takes 10 (3d6) lightning
damage and 10 (3d6) thunder damage on a failed
Trigger Ability: Cornered. When first bloodied, save, and half as much damage on a successful one.
the aurumvorax can make a melee attack against a
creature within range as a reaction.
6 BLOODIED & BRUISED
HAINT RIVERINE
When bloodied at 37 HP, the haint has the When bloodied at 102 HP, the riverine has the
following features. following features.
New Ability: Quick Change. While bloodied, Ability Recharge: Legendary Actions. When first
the haint can use its Change Shape trait as bloodied, the riverine regains all expended uses of
a bonus action. its legendary actions.
Trigger Ability: Spirit Dash. When first bloodied, New Ability: Mist. While bloodied, at the start
the haint can use its reaction to move up to its speed of the riverine’s turn, the riverine chooses four
without provoking opportunity attacks. adjacent 10-foot-by-10-foot squares within 30 feet
of it and fills them with dense mist. The chosen
Death Throes: Death’s Embrace. A cold wind area is heavily obscured for any creature other
gusts out from where the haint was, engulfing than the riverine and lasts until the start of the
everyone nearby in a mournful embrace. Creatures riverine’s next turn.
within 10 feet of the haint when it dies must
succeed on a DC 13 Wisdom saving throw or gain 1 Strength: Weapon Resistances. While bloodied,
level of exhaustion. the riverine is resistant to nonmagical bludgeoning,
piercing, and slashing damage.
PARI
Death Throes: Flooding Demise. When it dies,
When bloodied at 90 HP, the pari has the a large wave bursts out of the riverine’s body. Each
following features. creature within 30 feet of the riverine when it dies
must make a DC 17 Strength saving throw. On
Frailty: Angelic Presence. While bloodied, the a failed save, the creature is pushed up to 30 feet
pari’s AC is lowered by 1. away and knocked prone. If a pushed target strikes
a solid surface, the target takes 1d6 bludgeoning
New Ability: Divine Wrath. If the pari is damage for every 10 feet it was pushed. If the target
concentrating on a spell while bloodied, its weapon is pushed into another creature, that creature must
attacks deal an additional 2 (1d4) radiant damage. succeed on a DC 15 Dexterity saving throw or take
the same damage and be knocked prone. On a
Trigger Ability: Disorienting Futures. When first successful save, the creature is pushed only half the
bloodied, the pari can use its Disorienting Futures distance and isn’t knocked prone.
ability as a reaction.
Death Throes: Font of Celestial Light. Bright light
burns in a silhouette of the slain pari. Creatures
within 10 feet of the pari when it dies and can see it
must succeed on a DC 19 Constitution saving throw
or be blinded until the beginning of their next turn.
JOURNEYS THROUGH THE RADIANT CITADEL 7
SOUL SHAKER throws made to resist being grappled or restrained.
Trigger Ability: Cornered. When first bloodied,
When bloodied at 38 HP, the soul shaker has the
following features. the tlexolotl can make a melee attack against a
creature within range as a reaction.
New Ability: Scurry. While bloodied, if a creature
misses the soul shaker with a melee attack, the soul Death Throes: Elemental Explosion. An
shaker can use its reaction to move up to half its elemental explosion creates a shockwave of energy.
speed without provoking opportunity attacks. Each creature in a 10-foot radius of the tlexolotl
when it dies must succeed on a DC 15 Dexterity
Trigger Ability: Cornered. When first bloodied, saving throw or take 16 (3d10) fire damage.
the soul shaker can make a melee attack against a
creature within range as a reaction. WHISTLER
Death Throes: Reconstruction (Taken from the When bloodied at 90 HP, the whistler has the
Stat Block). When it dies, the soul shaker explodes following features.
into 7 (1d4 + 5) crawling claws. After 6 (1d12) days,
if at least two of those crawling claws are alive, they Ability Recharge: Otherworldly Melody. When
teleport to the location of the soul shaker’s death first bloodied, the whistler’s Otherworldly Melody
and merge together, whereupon the soul shaker ability is recharged.
reforms and regains all its hit points.
Strength: Improved Psychic Swipe. While
TLACATECOLO bloodied, creatures affected by the whistler’s
Psychic Swipe ability suffer lingering wounds
When bloodied at 39 HP, the tlacatecolo has the to their psyche. After taking damage from the
following features. whistler’s Psychic Swipe, a creature has disadvantage
on Wisdom saving throws until the end of the
Ability Recharge: Plague Winds. When whistler’s next turn.
first bloodied, the tlacatecolo’s Plague Winds
ability is recharged. Trigger Ability: Surreal Step Strike. When first
bloodied, the whistler can use its Surreal Step bonus
New Ability: Quick Change. While bloodied, action as a reaction. After using Surreal Step in this
the tlacatecolo can use its Change Shape trait as way, it can immediately make one melee attack.
a bonus action.
WYNLING
Trigger Ability: Rush Attack. As a reaction when
first bloodied, the tlacetecolo can move up to its When bloodied at 10 HP, the wynling has the
speed and make one melee weapon attack without following features.
provoking opportunity attacks.
Ability Recharge: Cloak of the Mountain. When
TLEXOLOTL first bloodied, the wynling’s Cloak of the Mountain
ability is recharged.
When bloodied at 52 HP, the tlexolotl has the
following features. Trigger Ability: Run Away. When first bloodied,
the wynling can use its reaction to move up to its
Ability Recharge: Pyroclasm. When speed without provoking opportunity attacks.
first bloodied, the tlexolotl’s Pyroclasm
ability is recharged.
New Ability: Slippery. While bloodied, the
tlexolotl has advantage on ability checks and saving
8 BLOODIED & BRUISED
CREATURES FROM
THE MONSTER MANUAL
ABOLETH a solid surface, the target takes 1d6 bludgeoning
damage for every 10 feet it was thrown. If the target
When bloodied at 67 HP, the aboleth has the is thrown at another creature, that creature must
following features. succeed on a DC 17 Dexterity saving throw or take
the same damage and be knocked prone.
Ability Recharge: Legendary Actions. When first
bloodied, the aboleth regains all expended uses of New Ability: Static Sparks. While bloodied
its legendary actions. and on the ground, lightning crackles across the
dracolich’s body. If a creature also standing on the
New Ability: Generational Memory. As a bonus ground hits the dragon with an unarmed strike or
action while bloodied, the aboleth can choose one a melee weapon made of metal, the creature takes 9
hostile creature it can see and call on generational (2d8) lightning damage.
memories that might help it fight that specific
enemy. For as long as the aboleth is bloodied, it Strength: Immunity. While bloodied, the
has advantage on attack rolls made against the dracolich is immune to necrotic damage.
chosen creature. Once it has picked a creature,
it cannot pick another until the chosen creature Trigger Ability: Cornered. When first bloodied,
reaches 0 hit points. the dracolich can use its reaction to make a Claw
attack against a creature within range.
ACOLYTE
ADULT BRONZE DRAGON
The acolyte has no bloodied features.
When bloodied at 106 HP, the adult bronze dragon
ADULT BLUE DRACOLICH has the following features.
When bloodied at 112 HP, the adult blue dracolich Ability Recharge: Breath Weapon. When
has the following features. first bloodied, the dragon’s Breath Weapon
ability is recharged.
Ability Recharge: Legendary Actions. When first
bloodied, the dracolich regains all expended uses of Ability Recharge: Legendary Actions. When first
its legendary actions. bloodied, the dragon regains all expended uses of its
legendary actions.
Ability Recharge: Lightning Breath. When
first bloodied, the dracolich’s Lightning Breath New Ability: Fling. While bloodied, the dragon
ability is recharged. can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Medium
New Ability: Fling. While bloodied, the dracolich or smaller creature with a Bite attack on the same
can replace one of its Claw attacks with a Fling turn. Then, the creature the dragon just bit is
attack, but only if it just successfully hit a Medium thrown up to 30 feet in a direction of the dragon’s
or smaller creature with a Bite attack on the same choice, landing prone. If a thrown target strikes
turn. Then, the creature the dracolich just bit is a solid surface, the target takes 1d6 bludgeoning
thrown up to 30 feet in a direction of the dragon’s
choice, landing prone. If a thrown target strikes
JOURNEYS THROUGH THE RADIANT CITADEL 9
damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must
is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take
succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
the same damage and be knocked prone.
New Ability: Vanquisher of Evil. While bloodied,
New Ability: Wing of the Waves. While bloodied, the dragon focuses its ire on wicked creatures.
if the dragon is damaged by a melee attack while on When the dragon hits a creature with an evil
the ground and the attacker is within 10 feet of it, alignment with a Bite, Claw, or Tail attack, the
the bronze dragon can use its reaction to knock the creature takes an additional 13 (3d8) damage.
creature back with its wing. The attacking creature
must succeed on a DC 19 Dexterity saving throw Trigger Ability: Cornered. When first bloodied,
or be thrown back 20 feet and knocked prone. If a the dragon can use its reaction to make a Claw
thrown creature strikes a solid surface, the creature attack against a creature within range.
takes 1d6 bludgeoning damage for every 10 feet
it was thrown. If the target is thrown at another AIR ELEMENTALS
creature, that creature must succeed on a DC 19
Dexterity saving throw or take the same damage When bloodied at 45 HP, the air elemental has the
and be knocked prone. following features.
Trigger Ability: Cornered. When first bloodied, Ability Recharge: Whirlwind. When first
the dragon can use its reaction to make a Claw bloodied, the air elemental’s Whirlwind
attack against a creature within range. ability is recharged.
ADULT GOLD DRAGON New Ability: Strong Winds. While bloodied, the
air elemental exudes wild winds from its body. A
When bloodied at 128 HP, the adult gold dragon creature that ends its turn within 5 feet of the air
has the following features. elemental or enters the area for the first time must
succeed on a DC 13 Strength saving throw if it is
Ability Recharge: Breath Weapon. When holding something in its hand, like a weapon or an
first bloodied, the dragon’s Breath Weapon item. On a failed save, the item is ripped from its
ability is recharged. hand and flies 20 feet away in a random direction.
Ability Recharge: Legendary Actions. When first Death Throes: Elemental Explosion. An
bloodied, the dragon regains all expended uses of its elemental explosion creates a shockwave of energy.
legendary actions. Each creature in a 10-foot radius of the elemental
when it dies must succeed on a DC 15 Dexterity
Frailty: Worn Out. While bloodied, the dragon’s saving throw or take 5 (1d10) piercing damage.
speed is lowered by 20 feet (to a minimum of 5 feet).
ALLOSAURUS
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling When bloodied at 25 HP, the allosaurus has the
attack, but only if it just successfully hit a Medium following features.
or smaller creature with a Bite attack on the same
turn. Then, the creature the dragon just bit is Frailty: Worn Out. While bloodied, the
thrown up to 30 feet in a direction of the dragon’s allosaurus’ speed is lowered by 20 feet (to a
choice, landing prone. If a thrown target strikes minimum of 5 feet).
a solid surface, the target takes 1d6 bludgeoning
damage for every 10 feet it was thrown. If the target Trigger Ability: Cornered. When first bloodied,
the allosaurus can make a melee attack against a
creature within range as a reaction.
10 BLOODIED & BRUISED
ANCIENT BRASS DRAGON ANKHEG
When bloodied at 148 HP, the ancient brass dragon When bloodied at 19 HP, the ankheg has the
has the following features. following features.
Ability Recharge: Breath Weapon. When Ability Recharge: Acid Spray. When
first bloodied, the dragon’s Breath Weapon first bloodied, the ankheg’s Acid Spray
ability is recharged. ability is recharged.
Ability Recharge: Legendary Actions. When first Frailty: Chipped Chitin. While bloodied, the
bloodied, the dragon regains all expended uses of its ankheg’s AC is lowered by 1.
legendary actions.
ARCHMAGE
New Ability: Bloody Charming. While bloodied,
the dragon has advantage on Charisma checks and When bloodied at 44 HP, the archmage has the
saving throws. following features.
New Ability: Fling. While bloodied, the dragon New Ability: Spell Manipulator. While bloodied,
can replace one of its Claw attacks with a Fling all spell attacks made against the archmage
attack, but only if it just successfully hit a Large have disadvantage.
or smaller creature with a Bite attack on the same
turn. Then, the creature the dragon just bit is Trigger Ability: Spellcasting. When first bloodied,
thrown up to 30 feet in a direction of the dragon’s the archmage can use its reaction to cast a spell that
choice, landing prone. If a thrown target strikes normally requires an action to cast. This reaction is
a solid surface, the target takes 1d6 bludgeoning limited to spells the archmage can cast at will.
damage for every 10 feet it was thrown. If the target
is thrown at another creature, that creature must ASSASSIN
succeed on a DC 20 Dexterity saving throw or take
the same damage and be knocked prone. When bloodied at 39 HP, the assassin has the
following features.
New Ability: Heavy Step. While bloodied, if the
dragon moves at least 20 feet and doesn’t leave the New Ability: Ambush Predator. While
ground, it can replace its Bite attack with a Heavy bloodied, the assassin can take the Hide action as
Step attack. While doing so, it can enter The spaces a bonus action and has advantage on Dexterity
of Large or smaller creatures. Whenever the dragon (Stealth) checks.
enters a creature’s space, the creature must make a
DC 18 Dexterity saving throw. Trigger Ability: Fight from the Shadows. When
first bloodied, the assassin can use its reaction
On a failed save, the creature takes 35 (10d6) to move up to its speed without provoking
bludgeoning damage and is knocked prone. If the opportunity attacks. It then takes the Hide action.
dragon ends its turn in that space and the creature
failed the save, the creature is grappled (escape DC BANDIT
18) and restrained. On a success, the creature takes
no damage, isn’t knocked prone, and is pushed 5 When bloodied at 5 HP, the bandit has the
feet out of the dragon‘s space into an unoccupied following feature.
space of the creature’s choice. A creature that
cannot move or chooses not to move suffers the Trigger Ability: Cornered. When first bloodied,
consequences of a failed saving throw. the bandit can make a melee attack against a
creature within range as a reaction.
Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw
attack against a creature within range.
JOURNEYS THROUGH THE RADIANT CITADEL 11
BANSHEE BEHOLDER
When bloodied at 29 HP, the banshee has the When bloodied at 90 HP, the beholder has the
following features. following features.
Frailty: Torn Shape. While bloodied, the Ability Recharge: Legendary Actions. When first
banshee’s speed is lowered by 10 feet (to a minimum bloodied, the beholder regains all expended uses of
of 5 feet) and its AC is lowered by 1. its legendary actions.
Death Throes: Death’s Embrace. A cold wind New Ability: Trained Eye. As a bonus action
gusts out from where the banshee was, engulfing while bloodied, the beholder can keep its eye on a
everyone nearby in a mournful embrace. Creatures character of its choice that it can see within 120 feet
within 10 feet of the banshee when it dies must of it until the beginning of the beholder’s next turn.
succeed on a DC 13 Wisdom saving throw or gain 1 The beholder keeps its central eye, and thereby its
level of exhaustion. Antimagic Cone, on the chosen creature throughout
the round, turning its body as the creature moves
BEHIR and letting its gaze follow it. The beholder can
choose to end this ability early (no action required).
When bloodied at 84 HP, the behir has the
following features. Trigger Ability: Eye Ray. When first bloodied,
the beholder can shoot one random magical eye ray
Ability Recharge: Lightning Breath. When as a reaction.
first bloodied, the behir’s Lightning Breath
ability is recharged. BLACK PUDDING
New Ability: Dragon Hatred. While bloodied, the When bloodied at 42 HP, the black pudding has the
behir has advantage on attack rolls against creatures following feature.
that have the dragon creature type or look like
dragons. This includes dragonborn, kobolds, half- Strength: Bludgeoning Resistance. While
dragons, and wyverns. bloodied, the black pudding is resistant to
bludgeoning damage.
Strength: Made It Angry. While bloodied, the
behir has advantage on saving throws against being BULETTE
charmed, frightened, knocked prone, and stunned.
When bloodied at 47 HP, the bulette has the
following features.
Frailty: Damaged Armor Plating. While
bloodied, the bulette’s natural armor is damaged,
lowering its AC by 1.
Trigger Ability: Deadly Leap. When first
bloodied, the bulette can use its Deadly Leap attack
as a reaction.
CAT
The cat has no bloodied features.
12 BLOODIED & BRUISED
CLOAKER movement on its turn to make a DC 17 Strength
(Athletics) check, freeing itself from beneath the
When bloodied at 39 HP, the cloaker has the giant’s body on a success.
following features.
If a creature succeeds on the Dexterity saving
Strength: Cloak of Darkness. While bloodied throw, it takes no damage, isn’t knocked prone,
and in darkness, the cloaker has resistance and is pushed 5 feet out of the giant‘s space into
to nonmagical bludgeoning, piercing, and an unoccupied space of the creature’s choice. A
slashing damage. creature that cannot move or chooses not to move
suffers the consequences of a failed saving throw.
Trigger Ability: Moan. When first bloodied, the
cloaker can use its Moan ability as a reaction. COMMONER
CLOUD GIANT The commoner has no bloodied features.
When bloodied at 100 HP, the cloud giant has the CRAWLING CLAW
following features.
The crawling claw has no bloodied features.
New Ability: Ground Smash. As an action while
bloodied, the giant can hit the ground at its feet, CULT FANATIC
making the earth shake. Each Medium or smaller
creature standing within 15 feet of the giant When bloodied at 16 HP, the cult fanatic has the
when it hits the ground must succeed on a DC 20 following feature.
Dexterity saving throw or fall prone. After using
this ability, the giant can make a single melee attack New Ability: Cast Attack. While bloodied, if the
as a bonus action. cult fanatic uses an action to cast a spell, it can make
a melee attack as a bonus action.
Strength: Foggy Body. While bloodied, a thin fog
exudes from the giant’s pores and partially covers CULTIST
its body at the start of each of its turns, making
it harder to see. The giant’s AC increases by 2. A The cultist has no bloodied features.
wind of at least 10 miles per hour disperses this fog,
suppressing this trait. DEMILICH
Death Throes: Timber. The giant falls in a When bloodied at 40 HP, the demilich has the
random direction, provided it isn’t prone. Roll a following features.
d8 to determine which direction the giant falls
when it dies. The area where it lands becomes Ability Recharge: Howl. When first bloodied, the
difficult terrain, and the giant takes up a 15-foot demilich’s Howl ability is recharged.
square of space.
Ability Recharge: Legendary Actions. When first
Each creature standing in the area must make bloodied, the demilich regains all expended uses of
a DC 15 Dexterity saving throw. On a failed save, its legendary actions.
the dead giant lands on the creature. The creature
takes 17 (5d6) bludgeoning damage, is knocked Trigger Ability: Fly Away. When first bloodied,
prone, and is restrained under the giant’s body. the demilich can use its reaction to fly up to 30 feet
The creature must use an action and 10 feet of away without provoking opportunity attacks.
JOURNEYS THROUGH THE RADIANT CITADEL 13
DEVA DJINNI
When bloodied at 68 HP, the deva has the When bloodied at 80 HP, the djinni has the
following features. following features.
Ability Recharge: Healing Touch. When first New Ability: Strong Winds. While bloodied,
bloodied, the deva regains one expended use of the djinni exudes wild winds from its body. A
Healing Touch. creature that ends its turn within 5 feet of the djinni
or enters the area for the first time must succeed
Frailty: Angelic Presence. While bloodied, the on a DC 17 Strength saving throw if it is holding
deva’s AC is lowered by 1. something in its hand, like a weapon or an item. On
a failed save, the item is ripped from its hand and
Death Throes: Font of Celestial Light. Bright light flies 20 feet away in a random direction.
burns in a silhouette of the slain deva. Creatures
within 10 feet of the deva when it dies and can see it Strength: Weapon Resistances. While bloodied,
must succeed on a DC 17 Constitution saving throw the djinni is resistant to nonmagical bludgeoning,
or be blinded until the beginning of their next turn. piercing, and slashing damage.
DIRE WOLF Death Throes: Elemental Explosion. An
elemental explosion creates a shockwave of energy.
When bloodied at 18 HP, the dire wolf has the Each creature in a 10-foot radius of the djinni when
following features. it dies must succeed on a DC 15 Dexterity saving
throw or take 16 (3d10) piercing damage.
Frailty: Worn Out. While bloodied, the
dire wolf ’s speed is lowered by 10 feet (to a DOPPELGANGER
minimum of 5 feet).
When bloodied at 26 HP, the doppelganger has the
Trigger Ability: Cornered. When first bloodied, following feature.
the dire wolf can make a melee attack against a
creature within range as a reaction. New Ability: Scary Face. As a bonus action while
bloodied, the doppelganger can change its face into
DISPLACER BEAST a frightening visage and target a creature within 30
feet of it. If the creature can see the doppelganger, it
When bloodied at 42 HP, the displacer beast has must succeed on a DC 14 Wisdom saving throw or
the following features. be frightened of the doppelganger until the end of
its next turn.
New Ability: Disengage. While bloodied, the
displacer beast can take the Disengage action as
a bonus action.
New Ability: Grace of the Cat. While bloodied,
the displacer beast cannot be knocked prone.
Trigger Ability: Cornered. When first bloodied,
the displacer beast can make a melee attack against
a creature within range as a reaction.
14 BLOODIED & BRUISED
DRAGON TURTLE EFREETI
When bloodied at 170 HP, the dragon turtle has the When bloodied at 100 HP, the efreeti has the
following features. following features.
Ability Recharge: Steam Breath. When first New Ability: Potent Flames. While bloodied, the
bloodied, the dragon turtle’s Steam Breath efreeti’s Hurl Flame attack deals 7d6 fire damage
ability is recharged. instead of 5d6.
Frailty: Chipped Shell. While bloodied, the Strength: Weapon Resistances. While bloodied,
dragon turtle’s natural armor becomes damaged, the efreeti is resistant to nonmagical bludgeoning,
lowering its AC by 2. piercing, and slashing damage.
New Ability: Boiling Blood. While bloodied, the Death Throes: Elemental Explosion. An
dragon turtle’s blood scalds whoever gets near it. elemental explosion creates a shockwave of energy.
If a creature hits the dragon with a melee weapon Each creature in a 10-foot radius of the efreeti when
attack that deals either piercing or slashing damage, it dies must succeed on a DC 15 Dexterity saving
the creature takes 4 (1d8) fire damage from being throw or take 16 (3d10) fire damage.
scalded with hot blood.
ETTIN
New Ability: Retract. While bloodied, the dragon
turtle can use its reaction to add 5 to its AC against When bloodied at 44 HP, the ettin has the
one weapon attack that would hit it by retracting following features.
into its shell.
Frailty: Worn Out. While bloodied, the ettin’s
DRUID speed is lowered by 10 feet (to a minimum of 5 feet).
When bloodied at 13 HP, the druid has the New Ability: Argumentative/Attentive. While
following feature. bloodied, there’s a 50% chance at the beginning
of each round for the ettin to either become
New Ability: Cast Attack. While bloodied, if the Argumentative or Attentive. If it becomes
druid uses an action to cast a spell, it can make a Argumentative, it can’t take reactions that round
melee attack as a bonus action. as the heads start bickering with each other. If
it becomes Attentive, it can take two reactions
DRYAD that round as the heads are looking out for
attack openings.
When bloodied at 11 HP, the dryad has the
following features.
Frailty: Fire Vulnerability. While bloodied, the
dryad is vulnerable to fire damage.
Trigger Ability: Fey Charm. When first
bloodied, the dryad can use its Fey Charm
action as a reaction.
JOURNEYS THROUGH THE RADIANT CITADEL 15
FIRE GIANT FIRE SNAKE
When bloodied at 81 HP, the fire giant has the When bloodied at 11 HP, the fire snake has the
following features. following features.
Frailty: Worn Out. While bloodied, the giant’s Trigger Ability: Cornered. When first bloodied,
speed is lowered by 10 feet. the fire snake can make a melee attack against a
creature within range as a reaction.
New Ability: Ground Smash. As an action while
bloodied, the giant can hit the ground at its feet, Death Throes: Elemental Explosion. An
making the earth shake. Each Medium or smaller elemental explosion creates a shockwave of energy.
creature standing within 15 feet of the giant Each creature in a 10-foot radius of the fire snake
when it hits the ground must succeed on a DC 19 when it dies must succeed on a DC 15 Dexterity
Dexterity saving throw or fall prone. After using saving throw or take 5 (1d10) fire damage.
this ability, the giant can make a single melee attack
as a bonus action. FLAMESKULL
Strength: Flame Weapons. While bloodied, When bloodied at 20 HP, the flameskull has the
the giant’s weapon attacks deal an additional 7 following features.
(2d6) fire damage.
Trigger Ability: Spitting Fire. As a reaction when
Death Throes: Timber. The giant falls in a first bloodied, the flameskull can make one attack
random direction, provided it isn’t prone. Roll a with its Fire Ray.
d8 to determine which direction the giant falls
when it dies. The area where it lands becomes Death Throes: Elemental Explosion. An
difficult terrain, and the giant takes up a 15-foot elemental explosion creates a shockwave of energy.
square of space. Each creature in a 10-foot radius of the flameskull
when it dies must succeed on a DC 15 Dexterity
Each creature standing in the area must make saving throw or take 5 (1d10) fire damage.
a DC 15 Dexterity saving throw. On a failed save,
the dead giant lands on the creature. The creature FOMORIAN
takes 17 (5d6) bludgeoning damage, is knocked
prone, and is restrained under the giant’s body. When bloodied at 74 HP, the fomorian has the
The creature must use an action and 10 feet of following features.
movement on its turn to make a DC 17 Strength
(Athletics) check, freeing itself from beneath the New Ability: Reckless. While bloodied, at the start
giant’s body on a success. of its turn, the fomorian can gain advantage on all
melee weapon attack rolls it makes during that turn,
If a creature succeeds on the Dexterity saving but attack rolls against it have advantage until the
throw, it takes no damage, isn’t knocked prone, start of its next turn.
and is pushed 5 feet out of the giant‘s space into
an unoccupied space of the creature’s choice. A Trigger Ability: Cornered. When first bloodied,
creature that cannot move or chooses not to move the fomorian can use its reaction to make a
suffers the consequences of a failed saving throw. Greatclub attack against a creature within range.
16 BLOODIED & BRUISED
GARGOYLE GIANT BADGER
When bloodied at 26 HP, the gargoyle has the When bloodied at 6 HP, the giant badger has the
following features. following feature.
Trigger Ability: Fly Away. When first bloodied, Trigger Ability: Cornered. When first bloodied,
the gargoyle can use its reaction to fly up to 30 feet the giant badger can make a melee attack against a
away without provoking opportunity attacks. creature within range as a reaction.
Death Throes: Elemental Explosion. An GIANT CROCODILE
elemental explosion creates a shockwave of energy.
Each creature in a 10-foot radius of the gargoyle When bloodied at 42 HP, the giant crocodile has
when it dies must succeed on a DC 15 Dexterity the following features.
saving throw or take 5 (1d10) bludgeoning damage.
Frailty: Worn Out. While bloodied, the giant
GHOST crocodile’s speed is lowered by 10 feet (to a
minimum of 5 feet).
When bloodied at 22 HP, the ghost has the
following features. New Ability: Thrash. As an action while
bloodied, the giant crocodile can thrash a creature
Ability Recharge: Possession. When first it has grappled, as long as the giant crocodile is
bloodied, the ghost’s Possession ability is recharged. in water. The grappled creature must make a DC
16 Strength saving throw. On a failure, it takes 11
Trigger Ability: Spirit Dash. When first (2d10) piercing damage and 11 (2d10) bludgeoning
bloodied, the ghost can use its reaction to move damage, and the creature’s speed is halved until it
up to its movement speed without provoking finishes a long rest. On a success, the creature takes
opportunity attacks. half as much damage and its speed isn’t halved.
Death Throes: Death’s Embrace. A cold wind Trigger Ability: Cornered. When first bloodied,
gusts out from where the ghost was, engulfing the giant crocodile can make a melee attack against
everyone nearby in a mournful embrace. Creatures a creature within range as a reaction.
within 10 feet of the ghost when it dies must
succeed on a DC 13 Wisdom saving throw or gain 1 GIANT LIZARD
level of exhaustion.
When bloodied at 9 HP, the giant lizard has the
GHOUL following feature.
When bloodied at 11 HP, the ghoul has the Trigger Ability: Cornered. When first bloodied,
following features. the giant lizard can make a melee attack against a
creature within range as a reaction.
Strength: Increased Speed. While bloodied, the
ghoul’s speed is 45 feet instead of 30 feet. GIANT SEA HORSE
Trigger Ability: Cornered. When first bloodied, When bloodied at 9 HP, the giant sea horse has the
the ghoul can make a melee attack against a creature following feature.
within range as a reaction.
Trigger Ability: Swim Away. When first
bloodied, the giant sea horse can use its reaction
to swim up to 30 feet away without provoking
opportunity attacks.
JOURNEYS THROUGH THE RADIANT CITADEL 17
GIANT SHARK GREEN HAG
When bloodied at 63 HP, the giant shark has the When bloodied at 41 HP, the green hag has the
following features. following features.
New Ability: Bloodlust. While bloodied, the giant New Ability: Tempting Invitation. As a bonus
shark deals one extra die of damage with its melee action while bloodied, the hag can target one
weapon attacks against other bloodied creatures. creature it can see within 30 feet and invite it to
join the hag’s side. The creature must succeed on a
Strength: Made It Angry. While bloodied, DC 12 Charisma saving throw or be charmed by
the giant shark has advantage on saving throws the hag for 1 minute. While charmed, the creature
against being charmed, frightened, knocked will not aid any creature attempting to harm the
prone, and stunned. hag. The hag can only have one creature charmed in
this way at a time. The charmed creature can repeat
Trigger Ability: Cornered. When first bloodied, the saving throw at the end of each of its turns,
the giant shark can make a melee attack against a ending the effect on a success. Once a creature has
creature within range as a reaction. succeeded on its saving throw, it is immune to the
hag’s Tempting Invitation for 24 hours.
GIBBERING MOUTHER
Trigger Ability: Spellcasting. When first bloodied,
When bloodied at 33 HP, the gibbering mouther the hag can use its reaction to cast a spell that
has the following features. normally requires an action to cast.
Ability Recharge: Blinding Spittle. When first GRIFFON
bloodied, the gibbering mouther’s Blinding Spittle
ability is recharged. When bloodied at 29 HP, the griffon has the
following features.
Death Throes: Spittle Explosion. The gibbering
mouther vibrates and expands rapidly before New Ability: Dive Attack. While bloodied, if the
exploding into a cloud of chemical globby goo. griffon is flying and dives at least 30 feet straight
Each creature in a 30-foot radius of the gibbering toward a target and then hits it with a melee weapon
mouther when it dies must make a DC 13 Dexterity attack, the attack deals an extra 7 (2d6) damage
throw. On a failed save, a creature takes 7 (3d4) acid to the target.
damage and is blinded for 1 minute. The creature
can wipe its eyes as an action on its turn, ending the Trigger Ability: Fly Away. When first bloodied,
effect early. On a successful save, the creature takes the griffon can use its reaction to fly up to 30 feet
half as much damage and isn’t blinded. away without provoking opportunity attacks.
GUARD
When bloodied at 5 HP, the guard has the
following feature.
Trigger Ability: Cornered. When first bloodied,
the guard can make a melee attack against a creature
within range as a reaction.
18 BLOODIED & BRUISED
GYNOSPHINX HYDRA
When bloodied at 68 HP, the gynosphinx has the When bloodied at 37 HP, the hydra has the
following features. following features.
Ability Recharge: Legendary Actions. When first Frailty: Worn Out. While bloodied, the hydra’s
bloodied, the gynosphinx regains all expended uses speed is lowered by 10 feet (to a minimum of 5 feet).
of its legendary actions.
Strength: Made It Angry. While bloodied, the
New Ability: Dive Attack. While bloodied, if hydra has advantage on saving throws against being
the gynosphinx is flying and dives at least 30 feet charmed, frightened, knocked prone, and stunned.
straight toward a target and then hits it with a melee
weapon attack, the attack deals an extra 7 (2d6) Trigger Ability: Cornered. When first bloodied,
damage to the target. the hydra can use its reaction to make an attack
against a creature within range. The hydra can use
New Ability: Forceful Wings. While bloodied, this ability as many times as it has heads, provided it
the gynosphinx’s great wings beat harder to keep has the available reactions.
it flying. If a creature is standing within 5 feet of
the gynosphinx as it takes flight, the creature must JACKALWERE
succeed on a DC 16 Dexterity saving throw or
fall prone. While a creature is prone in this way, it When bloodied at 9 HP, the jackalwere has the
cannot make opportunity attacks. following feature.
Trigger Ability: Spellcasting. When first bloodied, New Ability: Bloodlust. While bloodied,
the androsphinx can use its reaction to cast a the jackalwere deals one extra die of damage
spell that normally requires an action to cast. This with its melee weapon attacks against other
reaction is limited to spells of 2nd level or lower. bloodied creatures.
HAWK KENKU
The hawk has no bloodied features. When bloodied at 6 HP, the kenku has the
following feature.
HELMED HORROR
Trigger Ability: Tactical Retreat. When first
When bloodied at 30 HP, the helmed horror has bloodied, the kenku can use its reaction to move up
the following features. to its speed without provoking opportunity attacks.
It then makes one attack with its shortbow.
Frailty: Malfunction. While bloodied, the helmed
horror doesn’t work as optimally. Its speed is KNIGHT
lowered by 5 feet (to a minimum of 10 feet) and it
cannot take reactions. When bloodied at 26 HP, the knight has the
following features.
New Ability: Magic Negation. While bloodied,
the helmed horror ignores all damage resistances New Ability: Battle Presence. While bloodied, the
and benefits to AC granted by spells or magic items knight has two reactions per round.
when making attacks.
Trigger Ability: Cornered. When first bloodied,
the knight can make a melee attack against a
creature within range as a reaction.
JOURNEYS THROUGH THE RADIANT CITADEL 19
LIZARD MARID
The lizard has no bloodied features. When bloodied at 114 HP, the marid has the
following features.
LIZARDFOLK
New Ability: Mist. While bloodied, at the
When bloodied at 11 HP, the lizardfolk has the start of the marid’s turn, the marid chooses four
following features. adjacent 10-foot-by-10-foot squares within 30 feet
of it and fills them with dense mist. The chosen
Strength: Hardened Hide. While bloodied, the area is heavily obscured for any creature other
lizardfolk’s body hardens, increasing its AC by 1. than the marid, and lasts until the start of the
marid’s next turn.
Trigger Ability: Cornered. When first bloodied,
the lizardfolk can make a melee attack against a Strength: Weapon Resistances. While bloodied,
creature within range as a reaction. the marid is resistant to nonmagical bludgeoning,
piercing, and slashing damage.
MAGE
Death Throes: Elemental Explosion. An
When bloodied at 20 HP, the mage has the elemental explosion creates a shockwave of energy.
following feature. Each creature in a 10-foot radius of the marid when
it dies must succeed on a DC 15 Dexterity saving
New Ability: Cast Attack. While bloodied, if the throw or take 16 (3d10) cold damage.
mage uses an action to cast a spell, it can make a
melee attack as a bonus action. MERFOLK
MANTICORE When bloodied at 5 HP, the merfolk has the
following feature.
When bloodied at 34 HP, the manticore has the
following features. Trigger Ability: Cornered. When first bloodied,
the merfolk can make a melee attack against a
New Ability: Spiky. While bloodied, any creature creature within range as a reaction.
that touches the manticore or hits it with a melee
attack while within 5 feet of it takes 5 (1d10) MUD MEPHIT
piercing damage.
When bloodied at 13 HP, the mud mephit has the
New Ability: Wing Bash. While bloodied, the following features.
manticore gains a new attack action with the
following details: Melee Weapon Attack: +5 to Ability Recharge: Mud Breath. When
hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) first bloodied, the mephit’s Mud Breath
bludgeoning damage. ability is recharged.
When using its Multiattack, the manticore can use New Ability: Slippery. While bloodied, the
this attack in place of one of its other melee attacks. mephit has advantage on ability checks and saving
throws made to resist being grappled or restrained.
Strength: Made It Angry. While bloodied,
the manticore has advantage on saving throws Death Throes: Death Burst (Taken from Stat
against being charmed, frightened, knocked Block). When the mephit dies, it explodes in a
prone, and stunned. burst of sticky mud. Each Medium or smaller
creature within 5 feet of it must succeed on a DC
11 Dexterity saving throw or be restrained until the
end of the creature’s next turn.
20 BLOODIED & BRUISED
NIGHT HAG OCHRE JELLY
When bloodied at 66 HP, the night hag has the When bloodied at 22 HP, the ochre jelly has the
following features. following feature.
New Ability: Tempting Invitation. As a bonus Strength: Bludgeoning Resistance. While
action while bloodied, the hag can target one bloodied, the ochre jelly is resistant to
creature it can see within 30 feet and invite it to bludgeoning damage.
join the hag’s side. The creature must succeed on a
DC 14 Charisma saving throw or be charmed by ONI
the hag for 1 minute. While charmed, the creature
will not aid any creature attempting to harm the When bloodied at 55 HP, the oni has the
hag. The hag can only have one creature charmed in following features.
this way at a time. The charmed creature can repeat
its saving throw at the end of each of its turns, New Ability: At Home in the Dark. While
ending the effect on a success. Once a creature has bloodied, the oni has advantage on the first attack
succeeded on its saving throw, it is immune to the roll it makes each turn, as long as both the oni and
hag’s Tempting Invitation for 24 hours. the target of its attack are in darkness.
Trigger Ability: Spellcasting. When first bloodied, Strength: Superior Darkvision. While bloodied,
the hag can use its reaction to cast a spell that the oni’s darkvision has a range of 120 feet instead
normally requires an action to cast. This reaction is of 60 feet, and magical darkness does not impede
limited to spells the hag can cast at will. the oni’s darkvision as long as the magical darkness
originates from the oni itself.
Death Throes: Cloud of Darkness. Inky blackness
steams from the hag’s body. When the hag dies, Trigger Ability: Spellcasting. When first bloodied,
darkness engulfs its body and the creatures around the oni can use its reaction to cast a spell that
it as if a darkness spell were cast on the hag. This normally requires an action to cast. This reaction is
darkness fades after 1 minute. limited to spells the oni can cast at will.
NOBLE
The noble has no bloodied features.
NOTHIC
When bloodied at 22 HP, the nothic has the
following features.
New Ability: I Know Your Secrets. While
bloodied, the nothic has advantage on attack rolls
and saving throws against creatures it has used its
Weird Insight ability on in the past 24 hours.
Trigger Ability: Run Away. When first bloodied,
the nothic can use its reaction to move up to its
speed without provoking opportunity attacks.
JOURNEYS THROUGH THE RADIANT CITADEL 21
OTYUGH PERYTON
When bloodied at 57 HP, the otyugh has the When bloodied at 16 HP, the peryton has the
following features. following features.
New Ability: Foul Stench. While bloodied, a foul New Ability: Hungry for Humanoid Flesh.
stench of rot and decay wafts from the otyugh. Each While bloodied, the peryton has advantage on
creature that starts its turn within 10 feet of the attack rolls against humanoids, and weapon attacks
otyugh or enters the area for the first time on a turn made against humanoids score a critical hit on a
must make a DC 15 Constitution saving throw. On roll of 19 or 20.
a failed save, the creature is poisoned. The creature
can repeat its saving throw at the end of each of its Trigger Ability: Fly Away. When first bloodied,
turns, ending the effect on a success. This save is the peryton can use its reaction to fly up to 20 feet
made with advantage if the creature is further than away without provoking opportunity attacks.
10 feet away from the otyugh.
PLANETAR
Strength: Made It Angry. While bloodied,
the otyugh has advantage on saving throws When bloodied at 100 HP, the planetar has the
against being charmed, frightened, knocked following features.
prone, and stunned.
Ability Recharge: Healing Touch. When first
Trigger Ability: Cornered. When first bloodied, bloodied, the planetar regains two expended uses of
the otyugh can make a melee attack against a Healing Touch.
creature within range as a reaction.
Frailty: Angelic Presence. While bloodied, the
PEGASUS planetar’s AC is lowered by 1.
When bloodied at 29 HP, the pegasus has the Death Throes: Font of Celestial Light. Bright light
following features. burns in a silhouette of the slain planetar. Creatures
within 10 feet of the planetar when it dies and
New Ability: Wing Bash. While bloodied, the can see it must succeed on a DC 20 Constitution
pegasus gains a new attack action with the following saving throw or be blinded until the beginning of
details: Melee Weapon Attack: +6 to hit, reach 10 ft., their next turn.
one creature. Hit: 8 (1d8 + 4) bludgeoning damage.
PRIEST
Trigger Ability: Fly Away. When first bloodied,
the pegasus can use its reaction to fly up to 60 feet When bloodied at 13 HP, the priest has the
away without provoking opportunity attacks. following feature.
New Ability: Cast Attack. While bloodied, if the
priest uses an action to cast a spell, it can make a
melee attack as a bonus action.
22 BLOODIED & BRUISED
PURPLE WORM REVENANT
When bloodied at 123 HP, the purple worm has the When bloodied at 68 HP, the revenant has the
following features. following features.
Frailty: Worn Out. While bloodied, the New Ability: Bloodlust. While bloodied,
purple worm’s speed is lowered by 20 feet (to a the revenant deals one extra die of damage
minimum of 10 feet). with its melee weapon attacks against other
bloodied creatures.
New Ability: Destructive Entrance. While
bloodied, when the purple worm comes out from Trigger Ability: Vengeful Glare. When first
burrowing, such as by emerging from the ground bloodied, the revenant can use its Vengeful Glare
or tunnelling through a wall, and it has burrowed action as a reaction.
at least 20 feet, it can smash its head into a space
as a bonus action. Each creature in the space Death Throes: Show of Defiance. As its body
must succeed on a DC 19 Dexterity saving throw dies, the revenant clings forcefully to life and vows
or take 27 (6d8) bludgeoning damage and be to get revenge in another life. Before perishing,
knocked prone. the revenant can make one melee attack against
a creature within range. This attack is made
If a creature succeeds its Dexterity saving throw, with advantage, and if it hits, the attack is an
it takes half damage, isn’t knocked prone, and is automatic critical hit.
pushed 5 feet out of the purple worm’s space into
an unoccupied space of the creature’s choice. A RIDING HORSE
creature that cannot move or chooses not to move
suffers the consequences of a failed saving throw. When bloodied at 6 HP, the riding horse has the
following feature.
Strength: Made It Angry. While bloodied, the
purple worm has advantage on saving throws Trigger Ability: Run Away. When first bloodied,
against being charmed, frightened, knocked the riding horse can use its reaction to move up to
prone, and stunned. its speed without provoking opportunity attacks.
Trigger Ability: Cornered. When first bloodied, ROPER
the purple worm can make a melee attack against a
creature within range as a reaction. When bloodied at 46 HP, the roper has the
following features.
REEF SHARK
New Ability: Ambush Predator. While bloodied,
When bloodied at 21 HP, the reef shark has the the roper can take the Hide action as a bonus action
following features. and has advantage on Dexterity (Stealth) checks.
New Ability: Bloodlust. While bloodied, the reef Strength: Increased Speed. While bloodied,
shark deals one extra die of damage with its melee the roper’s speed is 20 feet instead of 10 feet. Its
weapon attacks against other bloodied creatures. climbing speed receives the same increase.
Trigger Ability: Cornered. When first bloodied, Trigger Ability: Fight from the Shadows. When
the reef shark can make a melee attack against a first bloodied, the roper can use its reaction to move
creature within range as a reaction. up to its speed without provoking opportunity
attacks. It then takes the Hide action.
JOURNEYS THROUGH THE RADIANT CITADEL 23
SABER-TOOTHED TIGER SCOUT
When bloodied at 26 HP, the saber-toothed tiger When bloodied at 8 HP, the scout has the
has the following features. following feature.
Strength: Made It Angry. While bloodied, Trigger Ability: Tactical Retreat. When first
the saber-toothed tiger has advantage on saving bloodied, the scout can use its reaction to move up
throws against being charmed, frightened, knocked to its speed without provoking opportunity attacks.
prone, and stunned. It then makes one attack with its longbow.
Trigger Ability: Cornered. When first bloodied, SEA HAG
the saber-toothed tiger can make a melee attack
against a creature within range as a reaction. When bloodied at 26 HP, the sea hag has the
following features.
SAHUAGIN BARON
New Ability: Tempting Invitation. As a bonus
When bloodied at 38 HP, the sahuagin baron has action while bloodied, the hag can target one
the following features. creature it can see within 30 feet and invite it to
join the hag’s side. The creature must succeed on a
New Ability: Bloodlust. While bloodied, DC 11 Charisma saving throw or be charmed by
the sahuagin deals one extra die of damage the hag for 1 minute. While charmed, the creature
with its melee weapon attacks against other will not aid any creature attempting to harm the
bloodied creatures. hag. The hag can only have one creature charmed in
this way at a time. The charmed creature can repeat
Trigger Ability: Calling Jaws. When first its saving throw at the end of each of its turns,
bloodied, the sahuagin can send out a telepathic ending the effect on a success. Once a creature has
signal to a shark within 120 feet of it. The shark can succeeded on its saving throw, it is immune to the
use its reaction to move up to its speed and make hag’s Tempting Invitation for 24 hours.
one melee attack.
Trigger Ability: Cornered. When first bloodied,
SALAMANDER the hag can use its reaction to make an attack
against a creature within range.
When bloodied at 45 HP, the salamander has the
following features. SHADOW DEMON
Strength: Hotter Weapons. While bloodied, When bloodied at 33 HP, the shadow demon has
the salamander’s Heated Weapons damage the following features.
increases to 1d8.
Frailty: Torn Shape. While bloodied, the shadow
Trigger Ability: Cornered. When first bloodied, demon’s speed is lowered by 10 feet (to a minimum
the salamander can make a melee attack against a of 5 feet) and its AC is lowered by 1.
creature within range as a reaction.
New Ability: Darkness. While bloodied, the
Death Throes: Elemental Explosion. An shadow demon can cast the spell darkness at will.
elemental explosion creates a shockwave of energy.
Each creature in a 10-foot radius of the salamander
when it dies must succeed on a DC 15 Dexterity
saving throw or take 5 (1d10) fire damage.
24 BLOODIED & BRUISED
SHAMBLING MOUND SPIRIT NAGA
When bloodied at 68 HP, the shambling mound has When bloodied at 37 HP, the spirit naga has the
the following features. following features.
Strength: One with Nature. While bloodied, the New Ability: Constrict. While bloodied, the naga
shambling mound ignores difficult terrain caused gains a new attack action with the following details:
by plants such as vines, tall grass, and branches. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 11 (2d6 + 4) bludgeoning damage.
Strength: Weapon Reach. While bloodied, If the target is Medium or smaller, it is grappled
the shambling mound’s arms are extended. The (escape DC 15) and pulled 5 feet toward the naga.
shambling mound’s Slam attack now has a reach of Until this grapple ends, the target is restrained
10 feet instead of 5 feet. and the naga can’t constrict another target. After
grappling a creature using this Constrict ability, the
Death Throes: Rapid Overgrowth. The shambling naga can make one Bite attack as a bonus action.
mound’s body withers away and thick vines grow
from its body. The area within 5 feet of where the New Ability: Slither. While bloodied, the
shambling mound dies is overgrown with plants naga can move through spaces occupied by
and becomes difficult terrain. hostile creatures, but it must end its turn in an
unoccupied space.
SKELETON
Trigger Ability: Spellcasting. When first bloodied,
When it dies, the skeleton has the following feature. the naga can use its reaction to cast a spell that
normally requires an action to cast. This reaction is
Death Throes: Boneshard Barrage. There is a limited to spells the naga can cast at will.
25% chance that a skeleton is a boneshard skeleton.
When a boneshard skeleton dies, its body explodes, SPY
sending out a barrage of bone shards. Each creature
in a 10-foot radius of the skeleton must make a DC When bloodied at 13 HP, the spy has the
13 Dexterity saving throw, taking 7 (3d4) piercing following feature.
damage on a failed save and half as much damage
on a successful one. Undead creatures take no Trigger Ability: Tactical Retreat. When first
damage from this trait. bloodied, the spy can use its reaction to move up to
its speed without provoking opportunity attacks. It
SPECTER then makes one attack with its longbow.
When bloodied at 11 HP, the specter has the
following features.
Frailty: Torn Shape. While bloodied, the specter’s
speed is lowered by 10 feet (to a minimum of 5 feet)
and its AC is lowered by 1.
Death Throes: Death’s Embrace. A cold wind
gusts out from where the specter was, engulfing
everyone nearby in a mournful embrace. Creatures
within 10 feet of the specter when it dies must
succeed on a DC 13 Wisdom saving throw or gain 1
level of exhaustion.
JOURNEYS THROUGH THE RADIANT CITADEL 25
STONE GOLEM when it dies. The area where it lands becomes
difficult terrain, and the giant takes up a 15-foot
When bloodied at 89 HP, the stone golem has the square of space.
following features.
Each creature standing in the area must make
Ability Recharge: Slow. When first bloodied, the a DC 15 Dexterity saving throw. On a failed save,
golem’s Slow ability is recharged. the dead giant lands on the creature. The creature
takes 17 (5d6) bludgeoning damage, is knocked
Frailty: Malfunction. While bloodied, the golem prone, and is restrained under the giant’s body.
doesn’t work as optimally. Its speed is lowered The creature must use an action and 10 feet of
by 5 feet (to a minimum of 10 feet) and it cannot movement on its turn to make a DC 17 Strength
take reactions. (Athletics) check, freeing itself from beneath the
giant’s body on a success.
New Ability: Unmoving Rock. While bloodied,
the golem cannot be moved against its will, and it If a creature succeeds on the Dexterity saving
has advantage on the first attack it makes on its turn throw, it takes no damage, isn’t knocked prone,
if it has not moved since the start of its last turn. and is pushed 5 feet out of the giant‘s space into
an unoccupied space of the creature’s choice. A
Death Throes: Arcane Boom. A small arcane creature that cannot move or chooses not to move
explosion happens as the golem falls to the ground. suffers the consequences of a failed saving throw.
Each creature in a 10-foot radius of the golem when
it expires takes 12 (5d4) force damage. SWARM OF POISONOUS SNAKES
STORM GIANT When it dies, the swarm of poisonous snakes has
the following feature.
When bloodied at 115 HP, the storm giant has the
following features. Death Throes: Scatter! The few remaining critters
run away from the fight when the swarm dies. 2d4
Ability Recharge: Lightning Strike. When poisonous snakes rush out of the swarm, moving
first bloodied, the giant’s Lightning Strike up to their speed without provoking opportunity
ability is recharged. attacks and fleeing combat.
New Ability: Ground Smash. As an action while SWARM OF QUIPPERS
bloodied, the giant can hit the ground at its feet,
making the earth shake. Each Medium or smaller When it dies, the swarm of quippers has the
creature standing within 15 feet of the giant following feature.
when it hits the ground must succeed on a DC 17
Dexterity saving throw or fall prone. After using Death Throes: Scatter! The few remaining critters
this ability, the giant can make a single melee attack run away from the fight when the swarm dies. 2d4
as a bonus action. quippers rush out of the swarm, moving up to their
speed without provoking opportunity attacks and
Strength: Lightning Weapons. While bloodied, fleeing combat.
the giant infuses its weapons with the power of the
storm. When it attacks a creature with a weapon
attack, it can choose to make half of the rolled
damage dice into lightning damage instead of the
standard weapon damage.
Death Throes: Timber. The giant falls in a
random direction, provided it isn’t prone. Roll a
d8 to determine which direction the giant falls
26 BLOODIED & BRUISED
THRI-KREEN movement on its turn to make a DC 17 Strength
(Athletics) check, freeing itself from beneath the
When bloodied at 16 HP, the thri-kreen has the treant’s trunk on a success.
following features.
If a creature succeeds on the Dexterity saving
New Ability: Riposte. While bloodied, if a throw, it takes no damage, isn’t knocked prone,
creature misses the thri-kreen with a melee attack, it and is pushed 5 feet out of the treant‘s space into
can use its reaction to make a melee weapon attack an unoccupied space of the creature’s choice. A
against the creature. creature that cannot move or chooses not to move
suffers the consequences of a failed saving throw.
Trigger Ability: Cornered. When first bloodied,
the thri-kreen can make a melee attack against a ULTROLOTH
creature within range as a reaction.
When bloodied at 76 HP, the ultroloth has the
THUG following features.
When bloodied at 16 HP, the thug has the New Ability: Cast Attack. While bloodied, if the
following feature. ultroloth uses an action to cast a spell, it can make a
melee attack as a bonus action.
Trigger Ability: Cornered. When first bloodied,
the thug can make a melee attack against a creature New Ability: Powerful Gaze. While bloodied,
within range as a reaction. creatures within 10 feet of the ultroloth have
disadvantage on saving throws against its
TREANT Hypnotic Gaze.
When bloodied at 69 HP, the treant has the Trigger Ability: Teleporting Strike. When first
following features. bloodied, the ultroloth can use its Teleport action
as a reaction. After using Teleport in this way, it can
Frailty: Worn Out. While bloodied, the treant’s immediately make two attacks using its Longsword.
speed is lowered by 10 feet (to a minimum of 5 feet).
VETERAN
Strength: Hardened Bark. While bloodied, the
treant’s body hardens, increasing its AC by 1. When bloodied at 29 HP, the veteran has the
following features.
Death Throes: Timber. The treant falls in a
random direction, provided it isn’t prone. Roll a New Ability: Battle Presence. While bloodied, the
d8 to determine which direction the treant falls veteran has two reactions per round.
when it dies. The area where it lands becomes
difficult terrain, and the treant takes up a 15-foot New Ability: Parry. While bloodied, the veteran
square of space. can use its reaction to add 2 to its AC against
one melee attack that would hit it. To do so, the
Each creature standing in the area must make veteran must see the attacker and be wielding
a DC 15 Dexterity saving throw. On a failed save, a melee weapon.
the dead treant lands on the creature. The creature
takes 17 (5d6) bludgeoning damage, is knocked Trigger Ability: Cornered. When first bloodied,
prone, and is restrained under the treant’s trunk. the veteran can make a melee attack against a
The creature must use an action and 10 feet of creature within range as a reaction.
JOURNEYS THROUGH THE RADIANT CITADEL 27
WATER ELEMENTAL WERETIGER
When bloodied at 57 HP, the water elemental has When bloodied at 60 HP, the weretiger has the
the following features. following features.
Ability Recharge: Whelm. When first bloodied, Frailty: Cursed. While bloodied, the weretiger
the water elemental’s Whelm ability is recharged. battles the animalistic aspects of its curse. At the
end of each of its turns, it must succeed on a DC 10
New Ability: Mist. While bloodied, at the start Wisdom saving throw or immediately transform
of the water elemental’s turn, the water elemental into a tiger (no action required). Its statistics,
chooses four adjacent 5-foot-by-5-foot squares other than its size and Charisma and Intelligence
within 30 feet of it and fills them with dense mist. scores, are the same in each form. Any equipment
The chosen area is heavily obscured for any creature it is wearing or carrying isn’t transformed. While
other than the water elemental, and lasts until the transformed in this way, the weretiger’s Intelligence
start of the water elemental’s next turn. and Charisma scores are both lowered to 3 (−4). It
reverts to its true form after 1 minute or if it dies.
Death Throes: Elemental Explosion. An
elemental explosion creates a shockwave of energy. New Ability: Bloodlust. While bloodied,
Each creature in a 10-foot radius of the elemental the weretiger deals one extra die of damage
when it dies must succeed on a DC 15 Dexterity with its melee weapon attacks against other
saving throw or take 5 (1d10) cold damage. bloodied creatures.
WATER WEIRD Trigger Ability: Tactical Retreat. When first
bloodied, the weretiger can use its reaction to move
When bloodied at 29 HP, the water weird has the up to its speed without provoking opportunity
following features. attacks. It then makes one attack with its longbow.
New Ability: Crush. While bloodied, the water WILL-O’-WISP
weird gains a new attack action with the following
details: Melee Weapon Attack: +5 to hit, reach 5 When bloodied at 11 HP, the will-o’-wisp has the
ft., one creature it has grappled. Hit: 21 (4d8 + 3) following feature.
bludgeoning damage.
New Ability: Blinding Lights. As a bonus action
Death Throes: Elemental Explosion. An while bloodied, the will-o’-wisp can make itself
elemental explosion creates a shockwave of energy. appear brighter than usual. Each creature within 5
Each creature in a 10-foot radius of the water weird feet of the will-o’-wisp who can see it must succeed
when it dies must succeed on a DC 15 Dexterity on a DC 10 Constitution saving throw or be blinded
saving throw or take 5 (1d10) cold damage. until the end of its next turn.
28 BLOODIED & BRUISED
WRAITH YOUNG RED DRAGON
When bloodied at 33 HP, the wraith has the When bloodied at 89 HP, the young red dragon has
following features. the following features.
Frailty: Torn Shape. While bloodied, the wraith’s Ability Recharge: Fire Breath. When
speed is lowered by 10 feet (to a minimum of 5 feet) first bloodied, the dragon’s Fire Breath
and its AC is lowered by 1. ability is recharged.
Trigger Ability: Spirit Dash. When first bloodied, New Ability: Fiery Wound. While bloodied, the
the wraith can use its reaction to move up to its dragon’s boiling blood scalds whoever gets near it.
speed without provoking opportunity attacks. If a creature hits the dragon with a melee weapon
attack that deals either piercing or slashing damage,
Death Throes: Death’s Embrace. A cold wind the creature takes 3 (1d6) fire damage from being
gusts out from where the wraith was, engulfing scalded with hot blood.
everyone nearby in a mournful embrace. Creatures
within 10 feet of the wraith when it dies must New Ability: Bite Back. While bloodied, if a
succeed on a DC 14 Wisdom saving throw or gain 1 creature misses the dragon with a melee attack, it
level of exhaustion. can use its reaction to make a Bite attack against
the creature.
WYVERN
Trigger Ability: Cornered. When first bloodied,
When bloodied at 55 HP, the wyvern has the the dragon can use its reaction to make a Claw
following features. attack against a creature within range.
Frailty: Worn Out. While bloodied, the wyvern’s ZOMBIE
speed is lowered by 10 feet (to a minimum of 5 feet).
When bloodied at 11 HP, the zombie has the
New Ability: Dive Attack. While bloodied, if the following feature.
wyvern is flying and dives at least 30 feet straight
toward a target and then hits it with a melee weapon New Ability: Sluggish/Bolting. While bloodied,
attack, the attack deals an extra 7 (2d6) damage there’s a 75% chance the zombie becomes Sluggish
to the target. and a 25% chance the zombie becomes Bolting. If
it becomes Sluggish, the zombie’s movement speed
Strength: Made It Angry. While bloodied, is lowered by 10 feet (to a minimum of 5 feet). If
the wyvern has advantage on saving throws it becomes Bolting, the zombie can take the Dash
against being charmed, frightened, knocked action as a bonus action.
prone, and stunned.
Trigger Ability: Cornered. When first bloodied,
the wyvern can make a melee attack against a
creature within range as a reaction.
JOURNEYS THROUGH THE RADIANT CITADEL 29