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Published by uygufguuydadsdas, 2022-08-22 10:11:43

bloodied and brusied ravenloft

bloodied and brusied ravenloft

STRIXHAVEN: A CURRICULUM OF CHAOS 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

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
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 CREATURES FROM THE Mind Flayer ��������������������������������������������������20
MONSTER MANUAL Minotaur �������������������������������������������������������20
The Bloodied Condition �������������������������������4 Mummy ��������������������������������������������������������20
Bloodied Abilities ����������������������������������������� 5 Aboleth ���������������������������������������������������������13 Mummy Lord �����������������������������������������������20
Abominatable Yeti ���������������������������������������13 Night Hag �����������������������������������������������������21
Death Throes ��������������������������������������������������5 Animated Armor �����������������������������������������13 Noble �������������������������������������������������������������21
Arcanaloth ����������������������������������������������������13 Oni �����������������������������������������������������������������21
NEW CREATURE ENTRIES Archmage �����������������������������������������������������13 Panther ����������������������������������������������������������21
Assassin ���������������������������������������������������������14 Peryton ����������������������������������������������������������21
Bodytaker Plant ���������������������������������������������6 Bandit ������������������������������������������������������������14 Priest �������������������������������������������������������������22
Podling ����������������������������������������������������������� 6 Banshee ���������������������������������������������������������14 Pteranodon ���������������������������������������������������22
Basilisk ����������������������������������������������������������14 Purple Worm ������������������������������������������������22
Boneless ���������������������������������������������������������� 6 Cambion �������������������������������������������������������14 Quasit ������������������������������������������������������������22
Brain in a Jar ���������������������������������������������������6 Cat �����������������������������������������������������������������14 Rakshasa �������������������������������������������������������22
Carrion Stalker �����������������������������������������������6 Chimera ��������������������������������������������������������14 Rat ������������������������������������������������������������������22
Carrionette ����������������������������������������������������� 6 Cloud Giant ��������������������������������������������������15 Raven �������������������������������������������������������������22
Death’s Head ���������������������������������������������������7 Commoner ���������������������������������������������������15 Revenant �������������������������������������������������������23
Dullahan ��������������������������������������������������������� 7 Death Knight ������������������������������������������������15 Saber-Toothed Tiger �����������������������������������23
Gallows Speaker ���������������������������������������������7 Displacer Beast ��������������������������������������������15 Scarecrow ������������������������������������������������������23
Gremishka �����������������������������������������������������7 Doppelganger �����������������������������������������������15 Scout ��������������������������������������������������������������23
Druid �������������������������������������������������������������16 Shadow ����������������������������������������������������������23
Swarm of Gremishkas ���������������������������������� 7 Dryad ������������������������������������������������������������16 Shadow Demon �������������������������������������������23
Jiangshi ������������������������������������������������������������ 7 Elephant ��������������������������������������������������������16 Shambling Mound ���������������������������������������23
Loup Garou ����������������������������������������������������8 Flesh Golem �������������������������������������������������16 Skeleton ���������������������������������������������������������24
Necrichor �������������������������������������������������������� 8 Ghost �������������������������������������������������������������16 Specter �����������������������������������������������������������24
Nosferatu �������������������������������������������������������� 8 Ghoul ������������������������������������������������������������17 Spy �����������������������������������������������������������������24
Priest of Osybus ���������������������������������������������8 Giant Eagle ���������������������������������������������������17 Stone Giant ���������������������������������������������������24
Relentless Killer ���������������������������������������������9 Giant Poisonous Snake �������������������������������17 Succubus/Incubus ���������������������������������������25
Giant Wasp ���������������������������������������������������17 Swarm of Rats ����������������������������������������������25
Relentless Slasher ������������������������������������������ 9 Gladiator �������������������������������������������������������17 Treant ������������������������������������������������������������25
Relentless Juggernaut ����������������������������������� 9 Goblin �����������������������������������������������������������17 Tribal Warrior ����������������������������������������������25
Star Spawn Emissary �������������������������������������9 Goristro ���������������������������������������������������������17 Twig Blight ���������������������������������������������������25
Lesser Star Spawn Emissary ������������������������ 9 Green Hag ����������������������������������������������������18 Tyrannosaurus Rex �������������������������������������25
Greater Star Spawn Emissary �������������������� 10 Guard ������������������������������������������������������������18 Unicorn ���������������������������������������������������������26
Strigoi ������������������������������������������������������������10 Harpy ������������������������������������������������������������18 Vampire ���������������������������������������������������������26
Swarms ����������������������������������������������������������10 Hawk �������������������������������������������������������������18 Veteran ����������������������������������������������������������26
Swarm of Maggots �������������������������������������� 10 Homunculus �������������������������������������������������18 Vine Blight ����������������������������������������������������26
Swarm of Scarabs �����������������������������������������10 Hydra ������������������������������������������������������������18 Wererat ����������������������������������������������������������26
Ulmist Inquisitors ����������������������������������������10 Imp ����������������������������������������������������������������18 Weretiger ������������������������������������������������������27
Inquisitors of the Mind Fire ���������������������� 10 Intellect Devourer ����������������������������������������18 Werewolf ������������������������������������������������������27
Inquisitor of the Sword ������������������������������ 11 Iron Golem ���������������������������������������������������19 Wight �������������������������������������������������������������27
Inquisitor of the Tome �������������������������������� 11 Knight �����������������������������������������������������������19 Wraith �����������������������������������������������������������27
Unspeakable Horror ������������������������������������11 Lizardfolk ������������������������������������������������������19 Wyvern ����������������������������������������������������������28
Vampiric Mind Flayer ���������������������������������11 Mage ��������������������������������������������������������������19 Zombie ����������������������������������������������������������28
Wereraven �����������������������������������������������������12 Mimic ������������������������������������������������������������19
Zombies ��������������������������������������������������������12
Swarm of Zombie Limbs ���������������������������� 12
Zombie Clot ������������������������������������������������� 12
Zombie Plague Spreader ���������������������������� 12

STRIXHAVEN: A CURRICULUM OF CHAOS 3

BLOODIED & BRUISED

VAN RICHTEN’S GUIDE TO RAVENLOFT

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 Van Richten’s Guide to • While Bloodied… Traits that have this or
Ravenloft offering new tactics for them to employ similar text in the opening, persist for as long
in battle. Some of these abilities only have a light as the creature is bloodied.
impact on how the creature acts, while other
“bloodied features” completely change how the • When First Bloodied… Traits that have this
monster behaves in battle. Bloodied & Bruised is text in the opening are only triggered when
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
Worn Out frailty, as defined by this document. See as it makes a final show of defiance when slain. It’s
the gladiator entry for details on these abilities. a unique effect triggered when certain creatures
reach 0 hit points and die. Some creatures, like the
BLOODIED ABILITIES bodytaker plant, already have a Death Throes trait
written into their stat block. This document adds
A creature’s abilities depend on the resources the new Death Throes to several other creatures that the
creature has on hand. If a creature is animal-like in DM can use to make an encounter more destructive
nature, it lashes out in desperation or grows tired or unique.
as the fight goes on, while humanoid opponents
might look for ways to leave combat as they see the Depending on the nature of
fight turning against them. For this reason, some the creature’s death, the
bloodied features recur throughout the document, Death Throes might not
as they are associated with a specific type of activate. For instance, if
creature. the creature dies from
fall damage, is obliterated
The amount of bloodied abilities also depends on such as with the
the creature’s CR. There is no reason for a creature disintegrate spell, or suffers
with only a few hit points to have a ton of new instant death, it’s up to the
possible actions it can do if it’s gonna be defeated DM whether the Death
in a couple of rounds anyway. Lower CR creatures Throes occur or not.
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.

STRIXHAVEN: A CURRICULUM OF CHAOS 5

NEW CREATURE ENTRIES

BODYTAKER PLANT BRAIN IN A JAR

When bloodied at 46 HP, the bodytaker plant has When bloodied at 27 HP, the brain has the
the following features. following features.

New Ability: One with the Pod. While bloodied, Ability Recharge: Mind Blast. When first
creatures that are restrained by the bodytaker bloodied, the brain’s Mind Blast ability is recharged.
plant’s Entrapping Pod ability partially succumb
to its telepathic link to its podlings. If a podling is New Ability: Spell Soaring. While bloodied, when
within 5 feet of the bodytaker plant, the restrained the brain casts a spell, it can fly up to its movement
creature has disadvantage on all ability checks and speed without provoking opportunity attacks.
saving throws.
CARRION STALKER
Death Throes: Rapid Overgrowth. The bodytaker
plant’s body withers away and thick vines grow When bloodied at 17 HP, the carrion stalker has the
from its body. The area within 5 feet of where the following features.
bodytaker plant dies is overgrown with plants and
becomes difficult terrain. New Ability: Scurry. While bloodied, if a
creature misses the carrion stalker with a melee
PODLING attack, the carrion stalker can use its reaction
to move up to half its speed without provoking
When bloodied at 13 HP, the podling has the opportunity attacks.
following feature.
Trigger Ability: Cornered. When first bloodied,
Trigger Ability: Cornered. When first bloodied, the carrion stalker can make a melee attack against
the podling can make a melee attack against a a creature within range as a reaction.
creature within range as a reaction.
CARRIONETTE
BONELESS
When bloodied at 13 HP, the carrionette has the
When bloodied at 13 HP, the boneless has the following features.
following features.
Frailty: Cracked Porcelain. While bloodied, the
New Ability: Bad Touch. While bloodied, carrionette’s AC is reduced by 2.
creatures grappled by the boneless are frightened of
it until the grapple ends. Strength: Increased Speed. While bloodied, the
carrionette’s speed is 45 feet instead of 25 feet.
Trigger Ability: Cornered. When first bloodied,
the boneless can make a melee attack against a Trigger Ability: Soul Swap. When first bloodied,
creature within range as a reaction. the carrionette uses its Soul Swap action if it is able.

6 BLOODIED & BRUISED

DEATH’S HEAD GREMISHKA

When bloodied at 8 HP, the death’s head has the The gremishka has no bloodied features.
following feature.
SWARM OF GREMISHKAS
Trigger Ability: Cornered. When first bloodied,
the death’s head can make a melee attack against a When bloodied at 13 HP, the swarm of gremishkas
creature within range as a reaction. has the following feature.

DULLAHAN Death Throes: Scatter! The few remaining critters
run away from the fight when the swarm dies. 1d4
When bloodied at 67 HP, the dullahan has the gremishka rush out of the swarm, moving up to
following features. their speed without provoking opportunity attacks
and fleeing combat.
Ability Recharge: Legendary Actions. When first
bloodied, the dullahan regains all expended uses of JIANGSHI
its legendary actions.
When bloodied at 59 HP, the jiangshi has the
Strength: Mounted Superiority. While bloodied following features.
and riding a mount that isn’t a beast, the dullahan
has advantage on all saving throws. It also has New Ability: Undead Sentinel. While bloodied,
advantage on checks made to stay mounted. the jiangshi is immune to features that turn undead.

Trigger Ability: Cornered. When first bloodied, Trigger Ability: Spirit Dash. When first bloodied,
the dullahan can make a melee attack against a the jiangshi can use its reaction to move up to its
creature within range as a reaction. speed without provoking opportunity attacks.

GALLOWS SPEAKER Death Throes: Death’s Embrace. A cold wind
gusts out from where the jiangshi was, engulfing
When bloodied at 42 HP, the gallows speaker has everyone nearby in a mournful embrace. Creatures
the following features. within 10 feet of jiangshi when it dies must succeed
on a DC 14 Wisdom saving throw or gain 1 level
Frailty: Torn Shape. While bloodied, the gallows of exhaustion.
speaker’s speed is lowered by 10 feet (to a minimum
of 5 feet) and its AC is lowered by 1.

Trigger Ability: Spirit Dash. When first bloodied,
the gallows speaker can use its reaction to move up
to its speed without provoking opportunity attacks.

Death Throes: Death’s Embrace. A cold wind
gusts out from where the gallows speaker was,
engulfing everyone nearby in a mournful embrace.
Creatures within 10 feet of the gallows speaker
when it dies must succeed on a DC 14 Wisdom
saving throw or gain 1 level of exhaustion.

STRIXHAVEN: A CURRICULUM OF CHAOS 7

LOUP GAROU NOSFERATU

When bloodied at 85 HP, the loup garou has the When bloodied at 42 HP, the nosferatu has the
following features. following features.

Ability Recharge: Legendary Actions. When first Ability Recharge: Blood Disgorge. When
bloodied, the loup garou regains all expended uses first bloodied, the nosferatu’s Blood Disgorge
of its legendary actions. ability is recharged.

Frailty: Cursed. While bloodied, the loup garou Strength: Made It Angry. While bloodied, the
battles the animalistic aspects of its curse. At the nosferatu has advantage on saving throws against
end of each of its turns, it must succeed on a DC 10 being knocked prone and stunned.
Wisdom saving throw or immediately transform
into a dire wolf (no action required). Its statistics, Strength: Strong Teeth. While bloodied, the
other than its size and Charisma and Intelligence nosferatu has advantage on Bite attacks.
scores, are the same in each form. Any equipment
it is wearing or carrying isn’t transformed. Trigger Ability: Fight from the Shadows. When
While transformed in this way, the loup garou’s first bloodied, the nosferatu can use its reaction
Intelligence and Charisma scores are both to move up to its speed without provoking
lowered to 3 (−4). It reverts to its true form after 1 opportunity attacks. It then takes the Hide action.
minute or if it dies.
PRIEST OF OSYBUS
New Ability: Bloodlust. While bloodied, the loup
garou deals one extra die of damage with its melee When bloodied at 30 HP, the priest of Osybus has
weapon attacks against other bloodied creatures. the following features.

Trigger Ability: Cornered. When first bloodied, Ability Recharge: Soul Tattoo. When
the loup garou can make a melee attack against a first bloodied, the priest’s Soul Tattoo
creature within range as a reaction. ability is recharged.

NECRICHOR Strength: Soul Commander. While bloodied and
commanding a soul from its Soul Tattoo feature, the
When bloodied at 33 HP, the necrichor has the priest’s AC increases by 2.
following features.
Trigger Ability: Tactical Retreat. When first
Ability Recharge: Blood Puppeteering. When bloodied, the priest can use its reaction to move up
first bloodied, the necrichor’s Blood Puppeteering to its speed without provoking opportunity attacks.
ability is recharged. It then makes one attack with its Necrotic Bolt.

Strength: Increased Speed. While bloodied, the
necrichor’s speed is 30 feet instead of 20 feet. Its
climbing speed receives the same increase.

Trigger Ability: Tactical Retreat. When first
bloodied, the necrichor can use its reaction to move
up to its speed without provoking opportunity
attacks. It then makes one attack with its
Necrotic Bolt.

8 BLOODIED & BRUISED

RELENTLESS KILLER STAR SPAWN EMISSARY

RELENTLESS SLASHER LESSER STAR SPAWN EMISSARY

When bloodied at 42 HP, the relentless slasher has When bloodied at 120 HP, the lesser star emissary
the following features. has the following features.

Ability Recharge: Legendary Actions. When first Ability Recharge: Legendary Actions. When first
bloodied, the relentless killer regains all expended bloodied, the star spawn regains all expended uses
uses of its legendary actions. of its legendary actions.

New Ability: Bloodlust. While bloodied, the New Ability: Psychic Rebound. While bloodied,
relentless killer deals one extra die of damage the star spawn is immune to psychic damage. In
with its melee weapon attacks against other addition, if the star spawn is targeted by an attack
bloodied creatures. or feature that deals psychic damage, the psychic
damage is reflected back on the attacker instead.
New Ability: Cold-Hearted Killer. While The creature takes the highest possible psychic
bloodied, the relentless killer has advantage on all damage from the feature.
attack rolls it makes on its turn, but only if they
are all made against the same creature. If the first Death Throes: Horrible Mush. The area within
attack made with advantage kills the targeted 10 feet of the star spawn when it dies is covered in
creature, the relentless killer cannot make any more a sticky, eldritch mass that undulates and writhes.
attacks this turn. The mush is considered difficult terrain, and any
creature that ends its turn in the mush must succeed
RELENTLESS JUGGERNAUT on a DC 18 Strength saving throw or be grappled
by the mush. A creature can use an action to make a
When bloodied at 80 HP, the relentless juggernaut DC 18 Strength check, pulling free of the mush on a
has the following features. success. If a creature remains grappled by the mush
for three consecutive rounds, it instead becomes
Ability Recharge: Deadly Shaping. When first restrained by the mush as the writhing mass begins
bloodied, the relentless killer’s Deadly Shaping to scale up the creature’s body, and the DC to escape
ability is recharged. increases to 22.

Ability Recharge: Legendary Actions. When first
bloodied, the relentless killer regains all expended
uses of its legendary actions.

New Ability: Bloodlust. While bloodied, the
relentless killer deals one extra die of damage
with its melee weapon attacks against other
bloodied creatures.

New Ability: Cold-Hearted Killer. While
bloodied, the relentless killer has advantage on all
attack rolls it makes on its turn, but only if they
are all made against the same creature. If the first
attack made with advantage kills the targeted
creature, the relentless killer cannot make any more
attacks this turn.

STRIXHAVEN: A CURRICULUM OF CHAOS 9

GREATER STAR SPAWN EMISSARY SWARMS

When bloodied at 145 HP, the greater star spawn SWARM OF MAGGOTS
emissary has the following features.
When bloodied at 11 HP, the swarm of maggots has
Ability Recharge: Legendary Actions. When first the following feature.
bloodied, the star spawn regains all expended uses
of its legendary actions. Strength: Disease-Ridden. While bloodied,
creatures damaged by the swarm’s Infestation ability
New Ability: Psychic Rebound. While bloodied, have disadvantage on the associated Constitution
the star spawn is immune to psychic damage. In saving throw.
addition, if the star spawn is targeted by an attack
or feature that deals psychic damage, the psychic SWARM OF SCARABS
damage is reflected back on the attacker instead.
The creature takes the highest possible psychic When bloodied at 11 HP, the swarm of scarabs has
damage from the feature. the following feature.

Death Throes: Horrible Mush. The area within Trigger Ability: Burrow Deeper. When first
10 feet of the star spawn when it dies is covered in bloodied, any scarab from the swarm that is
a sticky, eldritch mass that undulates and writhes. infesting a creature outside of the swarm gnaws
The mush is considered difficult terrain, and any its way deeper into its host. A creature infested
creature that ends its turn in the mush must succeed with at least one scarab must succeed on a DC
on a DC 18 Strength saving throw or be grappled 10 Constitution saving throw or gain 1 level of
by the mush. A creature can use an action to make a exhaustion. This level of exhaustion can only be
DC 18 Strength check, pulling free of the mush on a removed by killing the infesting scarab.
success. If a creature remains grappled by the mush
for three consecutive rounds, it instead becomes ULMIST INQUISITORS
restrained by the mush as the writhing mass begins
to scale up the creature’s body, and the DC to escape INQUISITORS OF THE MIND FIRE
increases to 22.
When bloodied at 38 HP, the inquisitor of the mind
STRIGOI fire has the following features.

When bloodied at 26 HP, the strigoi has the Ability Recharge: Inquisitor’s Command.
following features. When first bloodied, the inquisitor’s Inquisitor’s
Command ability is recharged.
New Ability: Dive Attack. While bloodied, if the
strigoi is flying and dives at least 30 feet straight New Ability: Cast Attack. While bloodied, if the
toward a target and then hits it with a melee weapon inquisitor uses an action to cast a spell, it can make
attack, the attack deals an extra 7 (2d6) damage a melee attack as a bonus action.
to the target.
New Ability: Inquisitorial Force Shield (Recharge
Trigger Ability: Fly Away. When first bloodied, 5-6). As a reaction while bloodied, the inquisitor
the strigoi can use its reaction to fly up to 30 feet generates a force shield that blocks a single weapon
away without provoking opportunity attacks. or spell attack against the inquisitor that it can see.
The inquisitor takes no damage from the triggering
attack, and the attacker takes 7 (2d6) force damage.

10 BLOODIED & BRUISED

INQUISITOR OF THE SWORD entry. It immediately gains the benefits associated
with the limb. The limb remains for the rest of the
When bloodied at 45 HP, the inquisitor of the encounter, even if the unspeakable horror is no
sword has the following features. longer bloodied.

New Ability: Cast Attack. While bloodied, if the Death Throes: Stuff of Nightmares. As it dies,
inquisitor uses an action to cast a spell, it can make the unspeakable horror instils true terror in
a melee attack as a bonus action. those witnessing its demise. Any Humanoid
with an intelligence of 5 (-3) that sees the
New Ability: Inquisitorial Force Shield (Recharge unspeakable horror die becomes intensely afraid
5-6). As a reaction while bloodied, the inquisitor of Monstrosities. For the next 7 days, whenever the
generates a force shield that blocks a single weapon creature sees a Monstrosity, it must succeed on a
or spell attack against the inquisitor that it can see. DC 10 Wisdom saving throw or be frightened of
The inquisitor takes no damage from the triggering the Monstrosity for 1 minute. A frightened creature
attack, and the attacker takes 7 (2d6) force damage. can repeat its saving throw at the end of each of its
turns, ending the effect on itself on a success.
INQUISITOR OF THE TOME
VAMPIRIC MIND FLAYER
When bloodied at 38 HP, the inquisitor of the tome
has the following features. When bloodied at 42 HP, the vampiric mind flayer
has the following features.
Ability Recharge: Implode. When first bloodied,
the inquisitor’s Implode ability is recharged. Ability Recharge: Disrupt Psyche. When first
bloodied, the vampiric mind flayer’s Disrupt Psyche
New Ability: Cast Attack. While bloodied, if the ability is recharged.
inquisitor uses an action to cast a spell, it can make
a melee attack as a bonus action. New Ability: Telepath Tactics. While bloodied,
the vampiric mind flayer can coordinate its attack
New Ability: Inquisitorial Force Shield (Recharge with other telepathic creatures, such as other mind
5-6). As a reaction while bloodied, the inquisitor flayers. The vampiric mind flayer has advantage on
generates a force shield that blocks a single weapon an attack roll against a creature if at least one of the
or spell attack against the inquisitor that it can see. vampiric mind flayer’s telepathic allies is within 10
The inquisitor takes no damage from the triggering feet of the creature and the ally isn’t incapacitated.
attack, and the attacker takes 7 (2d6) force damage.
Trigger Ability: Drink Sapience. When first
UNSPEAKABLE HORROR bloodied, the vampiric mind flayer can use its Drink
Sapience action as a reaction, if it is able.
When bloodied at 45 HP, the unspeakable horror
has the following features.

Ability Recharge: Hex Blast. When first
bloodied, the unspeakable horror’s Hex Blast
ability is recharged.

Strength: Made It Angry. While bloodied, the
unspeakable horror has advantage on saving
throws against being charmed, frightened, knocked
prone and stunned.

Trigger Ability: Sprouting Limb. When first
bloodied, the unspeakable horror sprouts a new
limb, chosen from Limbs table in its creature

STRIXHAVEN: A CURRICULUM OF CHAOS 11

WERERAVEN ZOMBIE CLOT

When bloodied at 15 HP, the wereraven has the When bloodied at 52 HP, the zombie clot has the
following features. following features.

Frailty: Cursed. While bloodied, the wereraven Ability Recharge: Flesh Entomb. When
battles the animalistic aspects of its curse. At the first bloodied, the zombie clot’s Flesh Entomb
end of each of its turns, it must succeed on a DC 10 ability is recharged.
Wisdom saving throw or immediately transform
into a raven (no action required). Its statistics, New Abilities: Zombie Hurl (Recharge 6). While
other than its size and Charisma and Intelligence bloodied, the zombie clot gains a new attack action
scores, are the same in each form. Any equipment with the following details: Ranged Weapon Attack:
it is wearing or carrying isn’t transformed. While +8 to hit, range 30/120 ft., one creature. Hit: 32 (6d8
transformed in this way, the wereraven’s Intelligence + 5). Regardless of the attack hits or misses, 1 + 1d2
and Charisma scores are both lowered to 3 (−4). It zombies stand in the nearest unoccupied spaces to
reverts to its true form after 1 minute or if it dies. the target. The zombies roll their own initiative and
act as allies of the zombie clot.
New Ability: Bloodlust. While bloodied,
the wereraven deals one extra die of damage ZOMBIE PLAGUE SPREADER
with its melee weapon attacks against other
bloodied creatures. When bloodied at 39 HP, the zombie plague
spreader has the following features.
Trigger Ability: Cornered. When first bloodied,
the wereraven can make a melee attack against a New Ability: Sluggish/Bolting. While bloodied,
creature within range as a reaction. there’s a 75% chance the zombie becomes Sluggish
and a 25% chance the zombie becomes Bolting. If
ZOMBIES it becomes Sluggish, the zombie’s movement speed
is lowered by 10 feet (to a minimum of 5 feet). If
SWARM OF ZOMBIE LIMBS it becomes Bolting, the zombie can take the Dash
action as a bonus action.
When bloodied at 11 HP, the swarm of zombie
limbs has the following feature. Trigger Ability: Cornered. When first bloodied,
the zombie can make a melee attack against a
Trigger Ability: Cornered. When first bloodied, creature within range as a reaction.
the swarm of zombie limbs can make a Grasping
Limbs attack against a creature within range Death Throes: Plague Burst. When the zombie
as a reaction. dies, it explodes. Each creature within 15 feet
of the zombie when it dies must make a DC 12
Constitution saving throw. On a failed save, a
creature takes 14 (4d6) poison damage and is
poisoned for 1 minute. On a successful save, the
creature takes half damage and it is not poisoned.

12 BLOODIED & BRUISED

CREATURES FROM
THE MONSTER MANUAL

ABOLETH ANIMATED ARMOR

When bloodied at 67 HP, the aboleth has the When bloodied at 16 HP, the animated armor has
following features. the following feature.

Ability Recharge: Legendary Actions. When first Death Throes: Arcane Boom. A small arcane
bloodied, the aboleth regains all expended uses of explosion happens as the animated armor clatters to
its legendary actions. the ground. Each creature in a 5-foot radius of the
armor when it expires takes 2 (1d4) force damage.
New Ability: Generational Memory. As a bonus
action while bloodied, the aboleth can choose one ARCANALOTH
hostile creature it can see and call on generational
memories that might help it fight that specific When bloodied at 52 HP, the arcanaloth has the
enemy. For as long as the aboleth is bloodied, it following features.
has advantage on attack rolls made against the
chosen creature. Once it has picked a creature, New Ability: Cast Attack. While bloodied, if the
it cannot pick another until the chosen creature arcanaloth uses an action to cast a spell, it can make
reaches 0 hit points. a melee attack as a bonus action.

ABOMINATABLE YETI Trigger Ability: Teleporting Strike. When first
bloodied, the arcanaloth can use its Teleport action
When bloodied at 68 HP, the abominable yeti has as a reaction. After using Teleport in this way, it
the following features. can immediately cast a spell, restricted to spells it
can cast at will.
Ability Recharge: Cold Breath. When first
bloodied, the yeti’s Cold Breath ability is recharged. ARCHMAGE

New Ability: Reckless. While bloodied, at the start When bloodied at 44 HP, the archmage has the
of its turn, the yeti can gain advantage on all melee following features.
weapon attack rolls it makes during that turn, but
attack rolls against it have advantage until the start New Ability: Spell Manipulator. While bloodied,
of its next turn. all spell attacks made against the archmage
have disadvantage.
Strength: Made It Angry. While bloodied, the
yeti has advantage on saving throws against being Trigger Ability: Spellcasting. When first bloodied,
charmed, frightened, knocked prone, and stunned. the archmage can use its reaction to cast a spell that
normally requires an action to cast. This reaction is
Trigger Ability: Cornered. When first bloodied, limited to spells the archmage can cast at will.
the yeti can make a melee attack against a creature
within range as a reaction.

MORDENKAINEN’S TOME OF FOES 13

ASSASSIN BASILISK

When bloodied at 39 HP, the assassin has the When bloodied at 26 HP, the basilisk has the
following features. following features.

New Ability: Ambush Predator. While Strength: Made It Angry. While bloodied,
bloodied, the assassin can take the Hide action as the basilisk has advantage on saving throws
a bonus action and has advantage on Dexterity against being charmed, frightened, knocked
(Stealth) checks. prone, and stunned.

Trigger Ability: Fight from the Shadows. When Trigger Ability: Cornered. When first bloodied,
first bloodied, the assassin can use its reaction the basilisk can make a melee attack against a
to move up to its speed without provoking creature within range as a reaction.
opportunity attacks. It then takes the Hide action.
CAMBION
BANDIT
When bloodied at 41 HP, the cambion has the
When bloodied at 5 HP, the bandit has the following features.
following feature.
Strength: Weapon Reach. While bloodied, the
Trigger Ability: Cornered. When first bloodied, cambion’s spear is extended. The cambion’s Spear
the bandit can make a melee attack against a attack now has a reach of 10 feet instead of 5 feet.
creature within range as a reaction.
Trigger Ability: Fiendish Charm. When first
BANSHEE bloodied, the cambion can use its Fiendish Charm
ability as a reaction.
When bloodied at 29 HP, the banshee has the
following features. CAT

Frailty: Torn Shape. While bloodied, the The cat has no bloodied features.
banshee’s speed is lowered by 10 feet (to a minimum
of 5 feet) and its AC is lowered by 1. CHIMERA

Death Throes: Death’s Embrace. A cold wind When bloodied at 57 HP, the chimera has the
gusts out from where the banshee was, engulfing following features.
everyone nearby in a mournful embrace. Creatures
within 10 feet of the banshee when it dies must Ability Recharge: Fire Breath. When
succeed on a DC 13 Wisdom saving throw or gain 1 first bloodied, the chimera’s Fire Breath
level of exhaustion. ability is recharged.

New Ability: Forceful Wings. While bloodied, the
chimera’s great wings beat harder to keep it flying.
If a creature is standing within 5 feet of the chimera
as it takes flight, the creature must succeed on a
DC 15 Dexterity saving throw or fall prone. While
a creature is prone in this way, it cannot make
opportunity attacks.

14 BLOODIED & BRUISED

CLOUD GIANT DEATH KNIGHT

When bloodied at 100 HP, the cloud giant has the When bloodied at 90 HP, the death knight has the
following features. following features.

New Ability: Ground Smash. As an action while New Ability: Undead Sentinel. While
bloodied, the giant can hit the ground at its feet, bloodied, the death knight is immune to features
making the earth shake. Each Medium or smaller that turn undead.
creature standing within 15 feet of the giant
when it hits the ground must succeed on a DC 20 Trigger Ability: Spellcasting. When first bloodied,
Dexterity saving throw or fall prone. After using the death knight can use its reaction to cast a spell
this ability, the giant can make a single melee attack that normally costs an action to cast.
as a bonus action.
Death Throes: Vow of the Knight. The death
Strength: Foggy Body. While bloodied, a thin fog knight issues a final order to all undead within 120
exudes from the giant’s pores and partially covers feet of it when it dies. Undead creatures within
its body at the start of each of its turns, making range that can hear the death knight all train their
it harder to see. The giant’s AC increases by 2. A focus on the creature that just killed the death
wind of at least 10 miles per hour disperses this fog, knight, focusing all their future attacks on the
suppressing this trait. creature until it is dead.

Death Throes: Timber. The giant falls in a DISPLACER BEAST
random direction, provided it isn’t prone. Roll a
d8 to determine which direction the giant falls When bloodied at 42 HP, the displacer beast has
when it dies. The area where it lands becomes the following features.
difficult terrain, and the giant takes up a 15-foot
square of space. New Ability: Disengage. While bloodied, the
displacer beast can take the Disengage action as
Each creature standing in the area must make a bonus action.
a DC 15 Dexterity saving throw. On a failed save,
the dead giant lands on the creature. The creature New Ability: Grace of the Cat. While bloodied,
takes 17 (5d6) bludgeoning damage, is knocked the displacer beast cannot be knocked prone.
prone, and is restrained under the giant’s body.
The creature must use an action and 10 feet of Trigger Ability: Cornered. When first bloodied,
movement on its turn to make a DC 17 Strength the displacer beast can make a melee attack against
(Athletics) check, freeing itself from beneath the a creature within range as a reaction.
giant’s body on a success.
DOPPELGANGER
If a creature succeeds on the Dexterity saving
throw, it takes no damage, isn’t knocked prone, When bloodied at 26 HP, the doppelganger has the
and is pushed 5 feet out of the giant‘s space into following feature.
an unoccupied space of the creature’s choice. A
creature that cannot move or chooses not to move New Ability: Scary Face. As a bonus action while
suffers the consequences of a failed saving throw. bloodied, the doppelganger can change its face into
a frightening visage and target a creature within 30
COMMONER feet of it. If the creature can see the doppelganger, it
must succeed on a DC 14 Wisdom saving throw or
The commoner has no bloodied features. be frightened of the doppelganger until the end of
its next turn.

STRIXHAVEN: A CURRICULUM OF CHAOS 15

DRUID FLESH GOLEM

When bloodied at 13 HP, the druid has the When bloodied at 46 HP, the flesh golem has the
following feature. following features.

New Ability: Cast Attack. While bloodied, if the Frailty: Malfunction. While bloodied, the golem
druid uses an action to cast a spell, it can make a doesn’t work as optimally. Its speed is lowered
melee attack as a bonus action. by 5 feet (to a minimum of 10 feet) and it cannot
take reactions.
DRYAD
New Ability: Berserk (Taken from Stat Block).
When bloodied at 11 HP, the dryad has the While bloodied, when the golem starts its turn, roll
following features. a d6. On a 6, the golem goes berserk. On each of its
turns while berserk, the golem attacks the nearest
Frailty: Fire Vulnerability. While bloodied, the creature it can see. If no creature is near enough
dryad is vulnerable to fire damage. to move to and attack, the golem attacks an object,
with preference for an object smaller than itself.
Trigger Ability: Fey Charm. When first Once the golem goes berserk, it continues to do so
bloodied, the dryad can use its Fey Charm until it is destroyed or regains all its hit points.
action as a reaction.
Death Throes: Arcane Boom. A small arcane
ELEPHANT explosion happens as the golem falls to the ground.
Each creature in a 10-foot radius of the golem when
When bloodied at 38 HP, the elephant has the it expires takes 12 (5d4) force damage.
following features.
GHOST
Frailty: Worn Out. While bloodied, the elephant’s
speed is lowered by 10 feet (to a minimum of 5 feet). When bloodied at 22 HP, the ghost has the
following features.
Strength: Made It Angry. While bloodied,
the elephant has advantage on saving throws Ability Recharge: Possession. When first
against being charmed, frightened, knocked bloodied, the ghost’s Possession ability is recharged.
prone, and stunned.
Trigger Ability: Spirit Dash. When first
Trigger Ability: Cornered. When first bloodied, bloodied, the ghost can use its reaction to move
the elephant can make a melee attack against a up to its movement speed without provoking
creature within range as a reaction. opportunity attacks.

Death Throes: Death’s Embrace. A cold wind
gusts out from where the ghost was, engulfing
everyone nearby in a mournful embrace. Creatures
within 10 feet of the ghost when it dies must
succeed on a DC 13 Wisdom saving throw or gain 1
level of exhaustion.

16 BLOODIED & BRUISED

GHOUL GLADIATOR

When bloodied at 11 HP, the ghoul has the When bloodied at 56 HP, the gladiator has the
following features. following feature.

Strength: Increased Speed. While bloodied, the Frailty: Worn Out. While bloodied, the
ghoul’s speed is 45 feet instead of 30 feet. gladiator’s speed is lowered by 10 feet (to a
minimum of 15 feet).
Trigger Ability: Cornered. When first bloodied,
the ghoul can make a melee attack against a creature Strength: Made It Angry. While bloodied,
within range as a reaction. the gladiator has advantage on saving throws
against being charmed, frightened, knocked
GIANT EAGLE prone, and stunned.

When bloodied at 13 HP, the giant eagle has the Trigger Ability: Cornered. When first bloodied,
following feature. the gladiator can make a melee attack against a
creature within range as a reaction.
Trigger Ability: Fly Away. When first bloodied,
the giant eagle can use its reaction to fly up to 30 GOBLIN
feet away without provoking opportunity attacks.
The goblin has no bloodied features.
GIANT POISONOUS SNAKE
GORISTRO
When bloodied at 5 HP, the giant poisonous snake
has the following feature. When bloodied at 155 HP, the goristro has the
following features.
Trigger Ability: Cornered. When first bloodied,
the giant poisonous snake can make a melee attack Strength: Increased Speed. While bloodied, the
against a creature within range as a reaction. goristro’s speed is 60 feet instead of 40 feet.

GIANT WASP Strength: Made It Angry. While bloodied,
the goristro has advantage on saving throws
When bloodied at 11 HP, the giant wasp has the against being charmed, frightened, knocked
following feature. prone, and stunned.

Strength: Made It Angry. While bloodied, Trigger Ability: Bullrush. When first bloodied,
the giant wasp has advantage on saving throws the goristro can use its reaction to move up to 20
against being charmed, frightened, knocked feet in a straight line without provoking opportunity
prone, and stunned. attacks. Any creature standing in the way of this
movement must succeed a DC 20 Dexterity saving
throw or be knocked prone.

STRIXHAVEN: A CURRICULUM OF CHAOS 17

GREEN HAG HAWK

When bloodied at 41 HP, the green hag has the The hawk has no bloodied features.
following features.
HOMUNCULUS
New Ability: Tempting Invitation. As a bonus
action while bloodied, the hag can target one The homunculus has no bloodied features.
creature it can see within 30 feet and invite it to
join the hag’s side. The creature must succeed on a HYDRA
DC 12 Charisma saving throw or be charmed by
the hag for 1 minute. While charmed, the creature When bloodied at 37 HP, the hydra has the
will not aid any creature attempting to harm the following features.
hag. The hag can only have one creature charmed in
this way at a time. The charmed creature can repeat Frailty: Worn Out. While bloodied, the hydra’s
the saving throw at the end of each of its turns, speed is lowered by 10 feet (to a minimum of 5 feet).
ending the effect on a success. Once a creature has
succeeded on its saving throw, it is immune to the Strength: Made It Angry. While bloodied, the
hag’s Tempting Invitation for 24 hours. hydra has advantage on saving throws against being
charmed, frightened, knocked prone, and stunned.
Trigger Ability: Spellcasting. When first bloodied,
the hag can use its reaction to cast a spell that Trigger Ability: Cornered. When first bloodied,
normally requires an action to cast. the hydra can use its reaction to make an attack
against a creature within range. The hydra can use
GUARD this ability as many times as it has heads, provided it
has the available reactions.
When bloodied at 5 HP, the guard has the
following feature. IMP

Trigger Ability: Cornered. When first bloodied, The imp has no bloodied features.
the guard can make a melee attack against a creature
within range as a reaction. INTELLECT DEVOURER

HARPY When bloodied at 10 HP, the intellect devourer has
the following feature.
When bloodied at 19 HP, the harpy has the
following features. Trigger Ability: Leap Attack. When first bloodied,
the intellect devourer can use its reaction to leap up
New Ability: Wing Bash. While bloodied, the to 15 feet towards a creature and onto it, if possible.
harpy gains a new attack action with the following If the intellect devourer is on the creature at the
details: Melee Weapon Attack: +3 to hit, reach 10 ft., start of its next turn, it has advantage on attack rolls
one creature. Hit: 8 (1d8 + 4) bludgeoning damage. against the creature until the end of its turn.

When using its Multiattack, the harpy can use
this attack in place of one of its other attacks.

Trigger Ability: Fly Away. When first bloodied,
the harpy can use its reaction to fly up to 30 feet
away without provoking opportunity attacks.

18 BLOODIED & BRUISED

IRON GOLEM LIZARDFOLK

When bloodied at 105 HP, the iron golem has the When bloodied at 11 HP, the lizardfolk has the
following features. following features.

Ability Recharge: Poison Breath. When Strength: Hardened Hide. While bloodied, the
first bloodied, the golem’s Poison Breath lizardfolk’s body hardens, increasing its AC by 1.
ability is recharged.
Trigger Ability: Cornered. When first bloodied,
Frailty: Malfunction. While bloodied, the golem the lizardfolk can make a melee attack against a
doesn’t work as optimally. Its speed is lowered creature within range as a reaction.
by 5 feet (to a minimum of 10 feet) and it cannot
take reactions. MAGE

New Ability: Overheating. While bloodied, When bloodied at 20 HP, the mage has the
the golem overheats to maintain efficiency. Any following feature.
creature who touches the golem or hits it with a
melee attack while within 5 feet of it takes 5 (1d10) New Ability: Cast Attack. While bloodied, if the
fire damage. If a gallon or more water is dumped on mage uses an action to cast a spell, it can make a
the golem, this trait is suppressed until the end of melee attack as a bonus action.
the golem’s next turn.
MIMIC
Strength: Scalding Weapons. While bloodied, the
golem’s weapon attacks deal an additional 7 (2d6) When bloodied at 29 HP, the mimic has the
fire damage. If a gallon or more water is dumped on following features.
the golem, this trait is suppressed until the end of
the golem’s next turn. New Ability: Ambush Predator. While
bloodied, the mimic can take the Hide action as
Death Throes: Arcane Boom. A small arcane a bonus action and has advantage on Dexterity
explosion happens as the golem falls to the ground. (Stealth) checks.
Each creature in a 10-foot radius of the golem when
it expires takes 12 (5d4) force damage. Trigger Ability: Fight from the Shadows. When
first bloodied, the mimic can use its reaction
KNIGHT to move up to its speed without provoking
opportunity attacks. It then takes the Hide action.
When bloodied at 26 HP, the knight has the
following features.

New Ability: Battle Presence. While bloodied, the
knight has two reactions per round.

Trigger Ability: Cornered. When first bloodied,
the knight can make a melee attack against a
creature within range as a reaction.

STRIXHAVEN: A CURRICULUM OF CHAOS 19

MIND FLAYER MUMMY

When bloodied at 35 HP, the mind flayer has the When bloodied at 29 HP, the mummy has the
following features. following features.

Ability Recharge: Mind Blast. When New Ability: Encumbered Dash. While bloodied,
first bloodied, the mind flayer’s Mind Blast the mummy can take the Dash action as a bonus
ability is recharged. action. When it does so, it must succeed on a DC 10
Dexterity saving throw or stumble in its bandages,
New Ability: Telepath Tactics. While bloodied, falling prone.
the mind flayer can coordinate its attack with other
telepathic creatures, such as other mind flayers. The Trigger Ability: Cornered. When first bloodied,
mind flayer has advantage on an attack roll against a the mummy can make a melee attack against a
creature if at least one of the mind flayer’s telepathic creature within range as a reaction.
allies is within 10 feet of the creature and the ally
isn’t incapacitated. MUMMY LORD

Trigger Ability: Spellcasting. When first When bloodied at 48 HP, the mummy lord has the
bloodied, the mind flayer can use its reaction to following features.
cast a spell that normally requires an action to cast.
This reaction is limited to spells the mind flayer Ability Recharge: Legendary Actions. When first
can cast at will. bloodied, the mummy regains all expended uses of
its legendary actions.
MINOTAUR
New Ability: Encumbered Dash. While bloodied,
When bloodied at 38 HP, the minotaur has the the mummy can take the Dash action as a bonus
following features. action. When it does so, it must succeed on a DC 10
Dexterity saving throw or stumble in its bandages,
New Ability: Improved Charge. While bloodied, falling prone.
after the minotaur successfully uses its Charge
trait to knock another creature prone, it can make Trigger Ability: Spellcasting. When first bloodied,
one attack against the creature with its Greataxe as the mummy can use its reaction to cast a spell that
a bonus action. normally requires an action to cast. This reaction is
limited to spells the mummy can cast at will.
Strength: Made It Angry. While bloodied,
the minotaur has advantage on saving throws
against being charmed, frightened, knocked
prone, and stunned.

Trigger Ability: Cornered. When first bloodied,
the minotaur can make a melee attack against a
creature within range as a reaction.

20 BLOODIED & BRUISED

NIGHT HAG ONI

When bloodied at 66 HP, the night hag has the When bloodied at 55 HP, the oni has the
following features. following features.

New Ability: Tempting Invitation. As a bonus New Ability: At Home in the Dark. While
action while bloodied, the hag can target one bloodied, the oni has advantage on the first attack
creature it can see within 30 feet and invite it to roll it makes each turn, as long as both the oni and
join the hag’s side. The creature must succeed on a the target of its attack are in darkness.
DC 14 Charisma saving throw or be charmed by
the hag for 1 minute. While charmed, the creature Strength: Superior Darkvision. While bloodied,
will not aid any creature attempting to harm the the oni’s darkvision has a range of 120 feet instead
hag. The hag can only have one creature charmed in of 60 feet, and magical darkness does not impede
this way at a time. The charmed creature can repeat the oni’s darkvision as long as the magical darkness
its saving throw at the end of each of its turns, originates from the oni itself.
ending the effect on a success. Once a creature has
succeeded on its saving throw, it is immune to the Trigger Ability: Spellcasting. When first bloodied,
hag’s Tempting Invitation for 24 hours. the oni can use its reaction to cast a spell that
normally requires an action to cast. This reaction is
Trigger Ability: Spellcasting. When first bloodied, limited to spells the oni can cast at will.
the hag can use its reaction to cast a spell that
normally requires an action to cast. This reaction is PANTHER
limited to spells the hag can cast at will.
When bloodied at 6 HP, the panther has the
Death Throes: Cloud of Darkness. Inky blackness following feature.
steams from the hag’s body. When the hag dies,
darkness engulfs its body and the creatures around Trigger Ability: Cornered. When first bloodied,
it as if a darkness spell were cast on the hag. This the panther can make a melee attack against a
darkness fades after 1 minute. creature within range as a reaction.

NOBLE PERYTON

The noble has no bloodied features. When bloodied at 16 HP, the peryton has the
following features.

New Ability: Hungry for Humanoid Flesh.
While bloodied, the peryton has advantage on
attack rolls against humanoids, and weapon attacks
made against humanoids score a critical hit on a
roll of 19 or 20.

Trigger Ability: Fly Away. When first bloodied,
the peryton can use its reaction to fly up to 20 feet
away without provoking opportunity attacks.

STRIXHAVEN: A CURRICULUM OF CHAOS 21

PRIEST QUASIT

When bloodied at 13 HP, the priest has the When bloodied at 6 HP, the quasit has the
following feature. following feature.

New Ability: Cast Attack. While bloodied, if the Trigger Ability: Invisibility. When first
priest uses an action to cast a spell, it can make a bloodied, the quasit can use its Invisibility action
melee attack as a bonus action. as a reaction.

PTERANODON RAKSHASA

When bloodied at 6 HP, the pteranodon has the When bloodied at 55 HP, the rakshasa has the
following feature. following features.

Frailty: Worn Out. While bloodied, the New Ability: Grace of the Cat. While bloodied,
pteranodon’s speed is lowered by 20 feet (to a the rakshasa cannot be knocked prone.
minimum of 5 feet).
New Ability: Sensing Goodness. As a bonus
PURPLE WORM action while bloodied, the rakshasa can make a
Wisdom (Insight) check against another creature’s
When bloodied at 123 HP, the purple worm has the passive Deception score. On a success, the rakshasa
following features. knows if the creature’s alignment is Good.

Frailty: Worn Out. While bloodied, the Trigger Ability: Spellcasting. When first bloodied,
purple worm’s speed is lowered by 20 feet (to a the rakshasa can use its reaction to cast a spell that
minimum of 10 feet). normally requires an action to cast. This reaction
is limited to a spell the rakshasa can cast more
New Ability: Destructive Entrance. While than once per day.
bloodied, when the purple worm comes out from
burrowing, such as by emerging from the ground RAT
or tunnelling through a wall, and it has burrowed
at least 20 feet, it can smash its head into a space The rat has no bloodied features.
as a bonus action. Each creature in the space
must succeed on a DC 19 Dexterity saving throw RAVEN
or take 27 (6d8) bludgeoning damage and be
knocked prone. The raven has no bloodied features.

If a creature succeeds its Dexterity saving throw,
it takes half damage, isn’t knocked prone, and is
pushed 5 feet out of the purple worm’s space into
an unoccupied space of the creature’s choice. A
creature that cannot move or chooses not to move
suffers the consequences of a failed saving throw.

Strength: Made It Angry. While bloodied, the
purple worm has advantage on saving throws
against being charmed, frightened, knocked
prone, and stunned.

Trigger Ability: Cornered. When first bloodied,
the purple worm can make a melee attack against a
creature within range as a reaction.

22 BLOODIED & BRUISED

REVENANT SCOUT

When bloodied at 68 HP, the revenant has the When bloodied at 8 HP, the scout has the
following features. following feature.

New Ability: Bloodlust. While bloodied, Trigger Ability: Tactical Retreat. When first
the revenant deals one extra die of damage bloodied, the scout can use its reaction to move up
with its melee weapon attacks against other to its speed without provoking opportunity attacks.
bloodied creatures. It then makes one attack with its longbow.

Trigger Ability: Vengeful Glare. When first SHADOW
bloodied, the revenant can use its Vengeful Glare
action as a reaction. When bloodied at 8 HP, the shadow has the
following feature.
Death Throes: Show of Defiance. As its body
dies, the revenant clings forcefully to life and vows Frailty: Torn Shape. While bloodied, the
to get revenge in another life. Before perishing, shadow’s speed is lowered by 10 feet (to a minimum
the revenant can make one melee attack against of 5 feet) and its AC is lowered by 1.
a creature within range. This attack is made
with advantage, and if it hits, the attack is an SHADOW DEMON
automatic critical hit.
When bloodied at 33 HP, the shadow demon has
SABER-TOOTHED TIGER the following features.

When bloodied at 26 HP, the saber-toothed tiger Frailty: Torn Shape. While bloodied, the shadow
has the following features. demon’s speed is lowered by 10 feet (to a minimum
of 5 feet) and its AC is lowered by 1.
Strength: Made It Angry. While bloodied,
the saber-toothed tiger has advantage on saving New Ability: Darkness. While bloodied, the
throws against being charmed, frightened, knocked shadow demon can cast the spell darkness at will.
prone, and stunned.
SHAMBLING MOUND
Trigger Ability: Cornered. When first bloodied,
the saber-toothed tiger can make a melee attack When bloodied at 68 HP, the shambling mound has
against a creature within range as a reaction. the following features.

SCARECROW Strength: One with Nature. While bloodied, the
shambling mound ignores difficult terrain caused
When bloodied at 18 HP, the scarecrow has the by plants such as vines, tall grass, and branches.
following features.
Strength: Weapon Reach. While bloodied,
New Ability: Horrifying Killer. While bloodied, the shambling mound’s arms are extended. The
the scarecrow has advantage on attack rolls against shambling mound’s Slam attack now has a reach of
frightened creatures. In addition, the scarecrow can 10 feet instead of 5 feet.
take the Dash action as a bonus action, but only if it
does so to move closer to a frightened creature. Death Throes: Rapid Overgrowth. The shambling
mound’s body withers away and thick vines grow
Trigger Ability: Terrifying Glare. When first from its body. The area within 5 feet of where the
bloodied, the scarecrow can use its Terrifying Glare shambling mound dies is overgrown with plants
action as a reaction. and becomes difficult terrain.

STRIXHAVEN: A CURRICULUM OF CHAOS 23

SKELETON STONE GIANT

When it dies, the skeleton has the following feature. When bloodied at 63 HP, the stone giant has the
following features.
Death Throes: Boneshard Barrage. There is a
25% chance that a skeleton is a boneshard skeleton. New Ability: Ground Smash. As an action while
When a boneshard skeleton dies, its body explodes, bloodied, the giant can hit the ground at its feet,
sending out a barrage of bone shards. Each creature making the earth shake. Each Medium or smaller
in a 10-foot radius of the skeleton must make a DC creature standing within 15 feet of the giant
13 Dexterity saving throw, taking 7 (3d4) piercing when it hits the ground must succeed on a DC 17
damage on a failed save and half as much damage Dexterity saving throw or fall prone. After using
on a successful one. Undead creatures take no this ability, the giant can make a single melee attack
damage from this trait. as a bonus action.

SPECTER Strength: Hard as Stone. While bloodied, the
giant’s skin hardens. The giant’s AC increases by 1.
When bloodied at 11 HP, the specter has the
following features. Death Throes: Timber. The giant falls in a
random direction, provided it isn’t prone. Roll a
Frailty: Torn Shape. While bloodied, the specter’s d8 to determine which direction the giant falls
speed is lowered by 10 feet (to a minimum of 5 feet) when it dies. The area where it lands becomes
and its AC is lowered by 1. difficult terrain, and the giant takes up a 15-foot
square of space.
Death Throes: Death’s Embrace. A cold wind
gusts out from where the specter was, engulfing Each creature standing in the area must make
everyone nearby in a mournful embrace. Creatures a DC 15 Dexterity saving throw. On a failed save,
within 10 feet of the specter when it dies must the dead giant lands on the creature. The creature
succeed on a DC 13 Wisdom saving throw or gain 1 takes 17 (5d6) bludgeoning damage, is knocked
level of exhaustion. prone, and is restrained under the giant’s body.
The creature must use an action and 10 feet of
SPY movement on its turn to make a DC 17 Strength
(Athletics) check, freeing itself from beneath the
When bloodied at 13 HP, the spy has the giant’s body on a success.
following feature.
If a creature succeeds on the Dexterity saving
Trigger Ability: Tactical Retreat. When first throw, it takes no damage, isn’t knocked prone,
bloodied, the spy can use its reaction to move up to and is pushed 5 feet out of the giant‘s space into
its speed without provoking opportunity attacks. It an unoccupied space of the creature’s choice. A
then makes one attack with its longbow. creature that cannot move or chooses not to move
suffers the consequences of a failed saving throw.

24 BLOODIED & BRUISED

SUCCUBUS/INCUBUS The creature must use an action and 10 feet of
movement on its turn to make a DC 17 Strength
When bloodied at 33 HP, the succubus/incubus has (Athletics) check, freeing itself from beneath the
the following features. treant’s trunk on a success.

New Ability: Multiattack. While bloodied and If a creature succeeds on the Dexterity saving
in its fiend form, the succubus/incubus can attack throw, it takes no damage, isn’t knocked prone,
twice with its Claws on its turn. and is pushed 5 feet out of the treant‘s space into
an unoccupied space of the creature’s choice. A
Trigger Ability: Charm. When first bloodied, creature that cannot move or chooses not to move
the succubus/incubus can use its Charm action suffers the consequences of a failed saving throw.
as a reaction.
TRIBAL WARRIOR
SWARM OF RATS
When bloodied at 5 HP, the tribal warrior has the
When it dies, the swarm of rats has the following feature.
following feature.
Trigger Ability: Cornered. When first bloodied,
Death Throes: Scatter! The few remaining critters the tribal warrior can make a melee attack against a
run away from the fight when the swarm dies. creature within range as a reaction.
2d4 rats rush out of the swarm, moving up to their
speed without provoking opportunity attacks and TWIG BLIGHT
fleeing combat.
The twig blight has no bloodied features.
TREANT
TYRANNOSAURUS REX
When bloodied at 69 HP, the treant has the
following features. When bloodied at 68 HP, the tyrannosaurus rex has
the following features.
Frailty: Worn Out. While bloodied, the treant’s
speed is lowered by 10 feet (to a minimum of 5 feet). Frailty: Worn Out. While bloodied, the
tyrannosaurus rex’s speed is lowered by 10 feet (to a
Strength: Hardened Bark. While bloodied, the minimum of 5 feet).
treant’s body hardens, increasing its AC by 1.
Strength: Made It Angry. While bloodied, the
Death Throes: Timber. The treant falls in a tyrannosaurus rex has advantage on saving throws
random direction, provided it isn’t prone. Roll a against being charmed, frightened, knocked
d8 to determine which direction the treant falls prone, and stunned.
when it dies. The area where it lands becomes
difficult terrain, and the treant takes up a 15-foot Trigger Ability: Cornered. When first bloodied,
square of space. the tyrannosaurus rex can make a melee attack
against a creature within range as a reaction.
Each creature standing in the area must make
a DC 15 Dexterity saving throw. On a failed save,
the dead treant lands on the creature. The creature
takes 17 (5d6) bludgeoning damage, is knocked
prone, and is restrained under the treant’s trunk.

STRIXHAVEN: A CURRICULUM OF CHAOS 25

UNICORN VETERAN

When bloodied at 33 HP, the unicorn has the When bloodied at 29 HP, the veteran has the
following features. following features.

Ability Recharge: Healing Touch. When first New Ability: Battle Presence. While bloodied, the
bloodied, the unicorn regains one expended use of veteran has two reactions per round.
Healing Touch.
New Ability: Parry. While bloodied, the veteran
Ability Recharge: Legendary Actions. When first can use its reaction to add 2 to its AC against
bloodied, the unicorn regains all expended uses of one melee attack that would hit it. To do so, the
its legendary actions. veteran must see the attacker and be wielding
a melee weapon.
Strength: Resistance from the Elements. While
bloodied, the unicorn is resistant to acid, cold, fire, Trigger Ability: Cornered. When first bloodied,
and lightning damage. the veteran can make a melee attack against a
creature within range as a reaction.
Trigger Ability: Spellcasting. When first bloodied,
the unicorn can use its reaction to cast a spell that VINE BLIGHT
normally requires an action to cast.
When bloodied at 13 HP, the vine blight has the
VAMPIRE following feature.

When bloodied at 72 HP, the vampire has the Ability Recharge: Entangling Plants. When
following features. first bloodied, the vine blight’s Entangling Plants
ability is recharged.
Ability Recharge: Legendary Actions. When first
bloodied, the vampire regains all expended uses of WERERAT
its legendary actions.
When bloodied at 39 HP, the wererat has the
Strength: Made It Angry. While bloodied, following features.
the vampire has advantage on saving throws
against being charmed, frightened, knocked Frailty: Cursed. While bloodied, the wererat
prone, and stunned. battles the animalistic aspects of its curse. At the
end of each of its turns, it must succeed on a DC 10
Strength: Strong Teeth. While bloodied, the Wisdom saving throw or immediately transform
vampire has advantage on Bite attacks. into a giant rat (no action required). Its statistics,
other than its size and Charisma and Intelligence
Trigger Ability: Charm. When first bloodied, the scores, are the same in each form. Any equipment
vampire can use its Charm action as a reaction. it is wearing or carrying isn’t transformed. While
transformed in this way, the wererat’s Intelligence
and Charisma scores are both lowered to 3 (−4). It
reverts to its true form after 1 minute or if it dies.

New Ability: Bloodlust. While bloodied, the
wererat deals one extra die of damage with its melee
weapon attacks against other bloodied creatures.

Trigger Ability: Cornered. When first bloodied,
the wererat can make a melee attack against a
creature within range as a reaction.

26 BLOODIED & BRUISED

WERETIGER transformed in this way, the werewolf ’s Intelligence
and Charisma scores are both lowered to 3 (−4). It
When bloodied at 60 HP, the weretiger has the reverts to its true form after 1 minute or if it dies.
following features.
New Ability: Bloodlust. While bloodied,
Frailty: Cursed. While bloodied, the weretiger the werewolf deals one extra die of damage
battles the animalistic aspects of its curse. At the with its melee weapon attacks against other
end of each of its turns, it must succeed on a DC 10 bloodied creatures.
Wisdom saving throw or immediately transform
into a tiger (no action required). Its statistics, Trigger Ability: Cornered. When first bloodied,
other than its size and Charisma and Intelligence the werewolf can make a melee attack against a
scores, are the same in each form. Any equipment creature within range as a reaction.
it is wearing or carrying isn’t transformed. While
transformed in this way, the weretiger’s Intelligence WIGHT
and Charisma scores are both lowered to 3 (−4). It
reverts to its true form after 1 minute or if it dies. When bloodied at 22 HP, the wight has the
following features.
New Ability: Bloodlust. While bloodied,
the weretiger deals one extra die of damage Frailty: Chipped Armor. While bloodied, the
with its melee weapon attacks against other wight’s AC is lowered by 1.
bloodied creatures.
New Ability: Riposte. While bloodied, if a
Trigger Ability: Tactical Retreat. When first creature misses the wight with a melee attack, it
bloodied, the weretiger can use its reaction to move can use its reaction to make a melee weapon attack
up to its speed without provoking opportunity against the creature.
attacks. It then makes one attack with its longbow.
Trigger Ability: Tactical Retreat. When first
WEREWOLF bloodied, the wight can use its reaction to move up
to its speed without provoking opportunity attacks.
When bloodied at 29 HP, the werewolf has the It then makes one attack with its longbow.
following features.
WRAITH
Frailty: Cursed. While bloodied, the werewolf
battles the animalistic aspects of its curse. At the When bloodied at 33 HP, the wraith has the
end of each of its turns, it must succeed on a DC 10 following features.
Wisdom saving throw or immediately transform
into a wolf (no action required). Its statistics, Frailty: Torn Shape. While bloodied, the wraith’s
other than its size and Charisma and Intelligence speed is lowered by 10 feet (to a minimum of 5 feet)
scores, are the same in each form. Any equipment and its AC is lowered by 1.
it is wearing or carrying isn’t transformed. While
Trigger Ability: Spirit Dash. When first bloodied,
the wraith can use its reaction to move up to its
speed without provoking opportunity attacks.

Death Throes: Death’s Embrace. A cold wind
gusts out from where the wraith was, engulfing
everyone nearby in a mournful embrace. Creatures
within 10 feet of the wraith when it dies must
succeed on a DC 14 Wisdom saving throw or gain 1
level of exhaustion.

STRIXHAVEN: A CURRICULUM OF CHAOS 27

WYVERN

When bloodied at 55 HP, the wyvern has the
following features.

Frailty: Worn Out. While bloodied, the wyvern’s
speed is lowered by 10 feet (to a minimum of 5 feet).

New Ability: Dive Attack. While bloodied, if the
wyvern is flying and dives at least 30 feet straight
toward a target and then hits it with a melee weapon
attack, the attack deals an extra 7 (2d6) damage
to the target.

Strength: Made It Angry. While bloodied,
the wyvern has advantage on saving throws
against being charmed, frightened, knocked
prone, and stunned.

Trigger Ability: Cornered. When first bloodied,
the wyvern can make a melee attack against a
creature within range as a reaction.

ZOMBIE

When bloodied at 11 HP, the zombie has the
following feature.

New Ability: Sluggish/Bolting. While bloodied,
there’s a 75% chance the zombie becomes Sluggish
and a 25% chance the zombie becomes Bolting. If
it becomes Sluggish, the zombie’s movement speed
is lowered by 10 feet (to a minimum of 5 feet). If
it becomes Bolting, the zombie can take the Dash
action as a bonus action.

28 BLOODIED & BRUISED


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