MYTHIC ODYSSEYS OF THEROS 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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Anne Gregersen and published under the Community Content Agreement for Dungeon Masters Guild.
2 BLOODIED & BRUISED
TABLE OF CONTENTS
BLOODIED & BRUISED Hippocamp ������������������������������������������������������������������������������������������� 12
Hoplites ������������������������������������������������������������������������������������������������� 13
The Bloodied Condition ����������������������������������������������������������������������� 4
Bloodied Abilities ������������������������������������������������������������������������������������5 Akroan Hoplite ��������������������������������������������������������������������������������������13
Meletian Hoplite ������������������������������������������������������������������������������������13
Death Throes ������������������������������������������������������������������������������������������ 5 Setessan Hoplite �������������������������������������������������������������������������������������13
Hydras ��������������������������������������������������������������������������������������������������� 13
NEW CREATURE ENTRIES Ironscale Hydra ��������������������������������������������������������������������������������������13
Polukranos ���������������������������������������������������������������������������������������������� 13
Amphisbaena ����������������������������������������������������������������������������������������� 6 Leonin Iconoclast �������������������������������������������������������������������������������� 14
Anvilwroughts ��������������������������������������������������������������������������������������� 6 Nyx-Fleece Ram ����������������������������������������������������������������������������������� 14
Nymphs ������������������������������������������������������������������������������������������������� 14
Anvilwrought Raptor ������������������������������������������������������������������������������6 Alseid ������������������������������������������������������������������������������������������������������� 14
Bronze Sable ���������������������������������������������������������������������������������������������6 Lampad ��������������������������������������������������������������������������������������������������� 14
Burnished Hart �����������������������������������������������������������������������������������������6 Naiad ������������������������������������������������������������������������������������������������������� 14
Gold-Forged Sentinel ������������������������������������������������������������������������������7 Oread ������������������������������������������������������������������������������������������������������� 14
Archons ��������������������������������������������������������������������������������������������������� 7 Oracle ���������������������������������������������������������������������������������������������������� 15
Archon of the Falling Stars ���������������������������������������������������������������������7 Phylaskia ����������������������������������������������������������������������������������������������� 15
Ashen Rider ����������������������������������������������������������������������������������������������7 Returned ����������������������������������������������������������������������������������������������� 15
Winged Bull ����������������������������������������������������������������������������������������������7 Returned Drifter ������������������������������������������������������������������������������������15
Winged Lion ���������������������������������������������������������������������������������������������8 Returned Palamnite �������������������������������������������������������������������������������15
Cerberi ���������������������������������������������������������������������������������������������������� 8 Returned Sentry �������������������������������������������������������������������������������������15
Two-Headed Cerberus ����������������������������������������������������������������������������8 Satyr ������������������������������������������������������������������������������������������������������� 16
Underworld Cerberus �����������������������������������������������������������������������������8 Satyr Reveler �������������������������������������������������������������������������������������������16
Theran Chimera ������������������������������������������������������������������������������������� 8 Satyr Thornbearer ����������������������������������������������������������������������������������16
Colossus of Akros ���������������������������������������������������������������������������������� 9 Triton ���������������������������������������������������������������������������������������������������� 16
Demons of Theros ��������������������������������������������������������������������������������� 9 Triton Shorestalker ��������������������������������������������������������������������������������16
Abhorrent Overlord ���������������������������������������������������������������������������������9 Triton Master of Waves �������������������������������������������������������������������������16
Eater of Hope ������������������������������������������������������������������������������������������10 Typhon �������������������������������������������������������������������������������������������������� 16
Nightmare Shepherd �����������������������������������������������������������������������������10 Woe Strider ������������������������������������������������������������������������������������������� 17
Eidolons ������������������������������������������������������������������������������������������������ 10 Mythic Monsters ���������������������������������������������������������������������������������� 17
Flitterstep Eidolon ���������������������������������������������������������������������������������10 Arasta of the Endless Web ��������������������������������������������������������������������17
Ghostblade Eidolon �������������������������������������������������������������������������������10 Hythonia the Cruel ��������������������������������������������������������������������������������18
Fleecemane Lion ���������������������������������������������������������������������������������� 11 Tromokratis �������������������������������������������������������������������������������������������� 18
Giants ���������������������������������������������������������������������������������������������������� 11
Doomwake Giant �����������������������������������������������������������������������������������11
Hundred-Handed One ��������������������������������������������������������������������������12
Harpies �������������������������������������������������������������������������������������������������� 12
Aphemia the Dissonant Song ���������������������������������������������������������������12
Blood-Toll Harpy �����������������������������������������������������������������������������������12
MYTHIC ODYSSEYS OF THEROS 3
BLOODIED & BRUISED
MYTHIC ODYSSEYS OF THEROS
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 Mythic Odysseys of Theros • While Bloodied… Traits that have this or
offering new tactics for them to employ in battle. similar text in the opening, persist for as long
Some of these abilities only have a light impact as the creature is bloodied.
on how the creature acts, while other “bloodied
features” completely change how the monster • When First Bloodied… Traits that have this
behaves in battle. Bloodied & Bruised is designed to text in the opening are only triggered when
make the latter half of battle more teeth-clenching the creature is first bloodied in an encounter.
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 winged bull 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.
MYTHIC ODYSSEYS OF THEROS 5
CREATURE ENTRIES
AMPHISBAENA BRONZE SABLE
When bloodied at 5 HP, the amphisbaena has the When bloodied at 16 HP, the bronze sable has the
following features. following features.
New Ability: Slither. While bloodied, the New Ability: Scurry. While bloodied, if a creature
amphisbaena can move through spaces occupied misses the bronze sable with a melee attack, the
by hostile creatures, but it must end its turn in an bronze sable can use its reaction to move up to half
unoccupied space. its speed without provoking opportunity attacks.
Trigger Ability: Cornered. When first bloodied, Trigger Ability: Cornered. When first bloodied,
the amphisbaena can make a melee attack against a the bronze sable can make a melee attack against a
creature within range as a reaction. creature within range as a reaction.
ANVILWROUGHTS Death Throes: From the Forge. When it dies, the
bronze sable heats up so much that the air around
ANVILWROUGHT RAPTOR it is scalding. A creature that starts its turn within 5
feet of the dead bronze sable or enters the area for
When bloodied at 9 HP, the anvilwrought raptor the first time on a turn takes 5 (1d10) fire damage.
has the following features. The heat fades after 1 minute.
New Ability: Dive Attack. While bloodied, if the BURNISHED HART
anvilwrought raptor is flying and dives at least 30
feet straight toward a target and then hits it with When bloodied at 22 HP, the burnished hart has
a melee weapon attack, the attack deals an extra 7 the following features.
(2d6) damage to the target.
Trigger Ability: Bullrush. When first bloodied,
Death Throes: From the Forge. When it dies, the the burnished hart can use its reaction to move
anvilwrought raptor heats up so much that the air up to 20 feet in a straight line without provoking
around it is scalding. A creature that starts its turn opportunity attacks. Any creature standing in
within 5 feet of the dead anvilwrought raptor or the way of this movement must succeed a DC 20
enters the area for the first time on a turn takes 5 Dexterity saving throw or be knocked prone.
(1d10) fire damage. The heat fades after 1 minute.
Death Throes: From the Forge. When it dies, the
burnished hart heats up so much that the air around
it is scalding. A creature that starts its turn within 5
feet of the dead burnished hart or enters the area for
the first time on a turn takes 5 (1d10) fire damage.
The heat fades after 1 minute.
6 BLOODIED & BRUISED
GOLD-FORGED SENTINEL ASHEN RIDER
When bloodied at 38 HP, the gold-forged sentinel When bloodied at 89 HP, the ashen rider has the
has the following features. following features.
Ability Recharge: Fire Breath. When first Ability Recharge: Legendary Actions. When first
bloodied, the gold-forged sentinel’s Fire Breath bloodied, the ashen rider regains all expended uses
ability is recharged. of its legendary actions.
New Ability: Magic Negation. While bloodied, New Ability: Battle Presence. While bloodied, the
the gold-forged sentinel ignores all damage ashen rider can take two reactions each round.
resistances and benefits to AC granted by spells or
magic items when making attacks. Strength: Mounted Superiority. While bloodied
and mounted, the archon has advantage on all
New Ability: Spell Manipulator. While bloodied, saving throws. It also has advantage on checks made
all spell attacks made against the gold-forged to stay mounted.
sentinel have disadvantage.
Death Throes: Font of Celestial Light. Bright
Death Throes: From the Forge. When it dies, the light burns in a silhouette of the slain ashen rider.
gold-forged sentinel heats up so much that the air Creatures within 10 feet of the archon when it
around it is scalding. A creature that starts its turn dies and can see it must succeed on a DC 16
within 5 feet of the dead gold-forged sentinel or Constitution saving throw or be blinded until the
enters the area for the first time on a turn takes 5 beginning of their next turn.
(1d10) fire damage. The heat fades after 1 minute.
WINGED BULL
ARCHONS
When bloodied at 47 HP, the winged bull has the
ARCHON OF THE FALLING STARS following features.
When bloodied at 72 HP, the archon of the falling Frailty: Worn Out. While bloodied, the
stars has the following features. winged bull’s speed is lowered by 10 feet (to a
minimum of 5 feet).
Ability Recharge: Legendary Actions. When first
bloodied, the archon regains all expended uses of its Strength: Made It Angry. While bloodied,
legendary actions. the winged bull has advantage on saving throws
against being charmed, frightened, knocked
New Ability: Cast Attack. While bloodied, if the prone, and stunned.
archon uses an action to cast a spell, it can make a
melee attack as a bonus action. Trigger Ability: Cornered. When first bloodied,
the winged bull can make a melee attack against a
Strength: Mounted Superiority. While bloodied creature within range as a reaction.
and mounted, the archon has advantage on all
saving throws. It also has advantage on checks made
to stay mounted.
Death Throes: Font of Celestial Light. Bright light
burns in a silhouette of the slain archon. Creatures
within 10 feet of the archon when it dies and
can see it must succeed on a DC 16 Constitution
saving throw or be blinded until the beginning of
their next turn.
MYTHIC ODYSSEYS OF THEROS 7
WINGED LION UNDERWORLD CERBERUS
When bloodied at 57 HP, the winged lion has the When bloodied at 52 HP, the underworld cerberus
following features. has the following features.
Frailty: Worn Out. While bloodied, the Ability Recharge: Breath Weapon. When
winged lion’s speed is lowered by 10 feet (to a first bloodied, the cerberus’ Breath Weapon
minimum of 5 feet). ability is recharged.
Strength: Made It Angry. While bloodied, New Ability: Battle Presence. While bloodied, the
the winged lion has advantage on saving throws cerberus can take two reactions each round.
against being charmed, frightened, knocked
prone, and stunned. New Ability: Hunting for Sport. While bloodied,
the cerberus has advantage on attack rolls against
Trigger Ability: Cornered. When first bloodied, creatures with fewer hit points than it.
the winged lion can make a melee attack against a
creature within range as a reaction. THERAN CHIMERA
CERBERI When bloodied at 47 HP, the chimera has the
following features.
TWO-HEADED CERBERUS
Ability Recharge: Breath Weapon. When
When bloodied at 19 HP, the two-headed cerberus first bloodied, the chimera’s Breath Weapon
has the following features. ability is recharged.
Ability Recharge: Breath Weapon. When New Ability: Forceful Wings. While bloodied, the
first bloodied, the cerberus’ Breath Weapon chimera’s great wings beat harder to keep it flying.
ability is recharged. If a creature is standing within 5 feet of the chimera
as it takes flight, the creature must succeed on a
New Ability: Battle Presence. While bloodied, the DC 15 Dexterity saving throw or fall prone. While
cerberus can take two reactions each round. a creature is prone in this way, it cannot make
opportunity attacks.
New Ability: Hunter of the Living. While
bloodied, the cerberus knows the location of each
living creature within 120 feet of it that isn’t behind
total cover. It knows the type of the mortal creature
it senses, but not its identity.
8 BLOODIED & BRUISED
COLOSSUS OF AKROS DEMONS OF THEROS
When bloodied at 175 HP, the colossus of Akros ABHORRENT OVERLORD
has the following features.
When bloodied at 68 HP, the abhorrent overlord
Ability Recharge: Flames of Akros. When has the following features.
first bloodied, the colossus’s Flames of Akros
ability is recharged. Ability Recharge: Storm of Crows. When first
bloodied, the abhorrent overlord’s Storm of Crows
New Ability: Kick. While bloodied, the colossus ability is recharged.
gains a new attack action with the following details:
Melee Weapon Attack: +16 to hit, reach 15 ft., one Frailty: Tempted by Coin. While bloodied, the
creature. Hit: 27 (4d8 + 9) bludgeoning damage, abhorrent overlord must make a DC 10 Wisdom
and the target must make a DC 24 Dexterity saving saving throw at the beginning of each of its turns.
throw. On a failed save, the target is launched up On a failed save, the abhorrent overlord senses
to 40 feet away from the colossus, landing prone. which hostile creature within 120 feet carries the
If a thrown target strikes a solid surface, the target most gold. Until its turn ends or the creature dies,
takes 1d6 bludgeoning damage for every 10 feet the abhorrent overlord only targets that creature
it was thrown. If the target is kicked at another with attacks and abilities.
creature, that creature must succeed on a DC 24
Dexterity saving throw or take the same damage New Ability: Dive Attack. While bloodied, if the
and be knocked prone. On a successful save, the abhorrent overlord is flying and dives at least 30 feet
target is launched only half the distance and isn’t straight toward a target and then hits it with a melee
knocked prone. weapon attack, the attack deals an extra 7 (2d6)
damage to the target.
Trigger Ability: Cornered. When first bloodied,
the colossus can make a melee attack against a Trigger Ability: Fly Away. When first bloodied,
creature within range as a reaction. the abhorrent overlord can use its reaction
to fly up to 30 feet away without provoking
Death Throes: Crumbling Destruction (Taken opportunity attacks.
from the Stat Block). When the colossus dies, it
crumbles and is destroyed. Any creature on the
ground within 30 feet of the crumbling statue must
make a DC 22 Dexterity saving throw, taking 22
(4d10) bludgeoning damage and 22 (4d10) fire
damage on a failed save, or half as much damage on
a successful one.
MYTHIC ODYSSEYS OF THEROS 9
EATER OF HOPE EIDOLONS
When bloodied at 45 HP, the eater of hope has the FLITTERSTEP EIDOLON
following features.
When bloodied at 22 HP, the flitterstep eidolon has
Ability Recharge: Breath of Hopelessness. the following features.
When first bloodied, the eater of hope’s Breath of
Hopelessness ability is recharged. Ability Recharge: Flitterstep. When first bloodied,
the eidolon’s Flitterstep ability is recharged.
Frailty: Tempted by Coin. While bloodied, the
eater of hope must make a DC 10 Wisdom saving Trigger Ability: Spirit Dash. When first
throw at the beginning of each of its turns. On a bloodied, the eidolon can use its reaction to move
failed save, the eater of hope senses which hostile up to its movement speed without provoking
creature within 120 feet carries the most gold. Until opportunity attacks.
its turn ends or the creature dies, the eater of hope
only targets that creature with attacks and abilities. Death Throes: Death’s Embrace. A cold wind
gusts out from where the eidolon was, engulfing
New Ability: Dive Attack. While bloodied, if everyone nearby in a chilly embrace. Creatures
the eater of hope is flying and dives at least 30 feet within 10 feet of the eidolon when it dies must
straight toward a target and then hits it with a melee succeed on a DC 15 Wisdom saving throw or gain 1
weapon attack, the attack deals an extra 7 (2d6) level of exhaustion.
damage to the target.
GHOSTBLADE EIDOLON
Trigger Ability: Fly Away. When first bloodied,
the eater of hope can use its reaction to fly up to 30 When bloodied at 27 HP, the ghostblade eidolon
feet away without provoking opportunity attacks. has the following features.
NIGHTMARE SHEPHERD Trigger Ability: Spirit Dash. When first
bloodied, the eidolon can use its reaction to move
When bloodied at 66 HP, the nightmare shepherd up to its movement speed without provoking
has the following features. opportunity attacks.
New Ability: Cast Attack. While bloodied, if the Death Throes: Death’s Embrace. A cold wind
nightmare shepherd uses an action to cast a spell, it gusts out from where the eidolon was, engulfing
can make a melee attack as a bonus action. everyone nearby in a chilly embrace. Creatures
within 10 feet of the eidolon when it dies must
Trigger Ability: Fly Away. When first bloodied, succeed on a DC 15 Wisdom saving throw or gain 1
the eater of hope can use its reaction to fly up to 30 level of exhaustion.
feet away without provoking opportunity attacks.
Death Throes: Cloud of Darkness. Inky blackness
steams from the nightmare shepherd’s body. When
the nightmare shepherd dies, darkness engulfs its
body and the creatures around it as if a darkness
spell were cast on the nightmare shepherd. This
darkness fades after 1 minute.
10 BLOODIED & BRUISED
FLEECEMANE LION Death Throes: Timber. The giant falls in a
random direction, provided it isn’t prone. Roll a
When bloodied at 22 HP, the fleecemane lion has d8 to determine which direction the giant falls
the following features. when it dies. The area where it lands becomes
difficult terrain, and the giant takes up a 15-foot
Ability Recharge: Legendary Actions. When first square of space.
bloodied, the fleecemane lion regains all expended
uses of its legendary actions. Each creature standing in the area must make
a DC 15 Dexterity saving throw. On a failed save,
Strength: Made It Angry. While bloodied, the the dead giant lands on the creature. The creature
fleecemane lion has advantage on saving throws takes 17 (5d6) bludgeoning damage, is knocked
against being charmed, frightened, knocked prone, and is restrained under the giant’s body.
prone, and stunned. The creature must use an action and 10 feet of
movement on its turn to make a DC 17 Strength
Trigger Ability: Cornered. When first bloodied, (Athletics) check, freeing itself from beneath the
the fleecemane lion can make a melee attack against giant’s body on a success.
a creature within range as a reaction.
If a creature succeeds on the Dexterity saving
GIANTS throw, it takes no damage, isn’t knocked prone,
and is pushed 5 feet out of the giant‘s space into
DOOMWAKE GIANT an unoccupied space of the creature’s choice. A
creature that cannot move or chooses not to move
When bloodied at 81 HP, the doomwake giant has suffers the consequences of a failed saving throw.
the following features.
Ability Recharge: Noxious Gas. When
first bloodied, the giant’s Noxious Gas
ability is recharged.
New Ability: Ground Smash. As an action while
bloodied, the giant can hit the ground at its feet,
making the earth shake. Each Medium or smaller
creature standing within 15 feet of the giant
when it hits the ground must succeed on a DC 20
Dexterity saving throw or fall prone. After using
this ability, the giant can make a single melee attack
as a bonus action.
Strength: Greater Aura of Erebos. While
bloodied, the giant’s Aura of Erebos extends to 20
feet away instead of 10 feet.
MYTHIC ODYSSEYS OF THEROS 11
HUNDRED-HANDED ONE HARPIES
When bloodied at 121 HP, the hundred-handed APHEMIA THE DISSONANT SONG
one has the following features.
When bloodied at 26 HP, Aphemia has the
New Ability: Ground Smash. As an action while following features.
bloodied, the giant can hit the ground at its feet,
making the earth shake. Each Medium or smaller New Ability: Tune of Combat. While bloodied, if
creature standing within 15 feet of the giant Aphemia uses an action for her Discordant Song or
when it hits the ground must succeed on a DC 20 Grave Calling Song, she can make one Claw attack
Dexterity saving throw or fall prone. After using as a bonus action.
this ability, the giant can make a single melee attack
as a bonus action. Trigger Ability: Fly Away. When first bloodied,
Aphemia can use her reaction to fly up to 30 feet
Strength: Multiattack. While bloodied, the away without provoking opportunity attacks.
giant can make six attacks with its longswords
instead of four, or make three attacks with its rocks BLOOD-TOLL HARPY
instead of two.
The blood-toll harpy has no bloodied features.
Death Throes: Timber. The giant falls in a
random direction, provided it isn’t prone. Roll a HIPPOCAMP
d8 to determine which direction the giant falls
when it dies. The area where it lands becomes When bloodied at 11 HP, the hippocamp has the
difficult terrain, and the giant takes up a 15-foot following features.
square of space.
Strength: Made It Angry. While bloodied,
Each creature standing in the area must make the hippocamp has advantage on saving throws
a DC 15 Dexterity saving throw. On a failed save, against being charmed, frightened, knocked
the dead giant lands on the creature. The creature prone, and stunned.
takes 17 (5d6) bludgeoning damage, is knocked
prone, and is restrained under the giant’s body. Trigger Ability: Cornered. When first bloodied,
The creature must use an action and 10 feet of the hippocamp can make a melee attack against a
movement on its turn to make a DC 17 Strength creature within range as a reaction.
(Athletics) check, freeing itself from beneath the
giant’s body on a success.
If a creature succeeds on the Dexterity saving
throw, it takes no damage, isn’t knocked prone,
and is pushed 5 feet out of the giant‘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.
12 BLOODIED & BRUISED
HOPLITES HYDRAS
AKROAN HOPLITE IRONSCALE HYDRA
When bloodied at 26 HP, the Akroan hoplite has When bloodied at 90 HP, the ironscale hydra has
the following features. the following features.
New Ability: Part of the Shield Wall. While Frailty: Worn Out. While bloodied, the hydra’s
bloodied and within 5 feet of an allied creature speed is lowered by 10 feet (to a minimum of 5 feet).
holding a shield, the hoplite’s AC increases by 2.
Strength: Made It Angry. While bloodied, the
New Ability: Pack Tactics. While bloodied, the hydra has advantage on saving throws against being
hoplite has advantage on an attack roll against a charmed, frightened, knocked prone, and stunned.
creature if at least one of the hoplite’s allies is within
5 feet of the creature and the ally isn’t incapacitated. Trigger Ability: Cornered. When first bloodied,
the hydra can use its reaction to make an attack
Trigger Ability: Cornered. When first bloodied, against a creature within range. The hydra can use
the hoplite can make a melee attack against a this ability as many times as it has heads, provided it
creature within range as a reaction. has the available reactions.
MELETIAN HOPLITE POLUKRANOS
When bloodied at 24 HP, the Meletian hoplite has When bloodied at 116 HP, the Polukranos has the
the following features. following features.
New Ability: Part of the Shield Wall. While Ability Recharge: Legendary Actions. When first
bloodied and within 5 feet of an allied creature bloodied, the hydra regains all expended uses of its
holding a shield, the hoplite’s AC increases by 2. legendary actions.
New Ability: Pack Tactics. While bloodied, the Frailty: Worn Out. While bloodied, the hydra’s
hoplite has advantage on an attack roll against a speed is lowered by 10 feet (to a minimum of 5 feet).
creature if at least one of the hoplite’s allies is within
5 feet of the creature and the ally isn’t incapacitated. Strength: Made It Angry. While bloodied, the
hydra has advantage on saving throws against being
Trigger Ability: Cornered. When first bloodied, charmed, frightened, knocked prone, and stunned.
the hoplite can make a melee attack against a
creature within range as a reaction. Trigger Ability: Cornered. When first bloodied,
the hydra can use its reaction to make an attack
SETESSAN HOPLITE against a creature within range. The hydra can use
this ability as many times as it has heads, provided it
When bloodied at 29 HP, the Setessan hoplite has has the available reactions.
the following features.
New Ability: Part of the Shield Wall. While
bloodied and within 5 feet of an allied creature
holding a shield, the hoplite’s AC increases by 2.
Trigger Ability: Tactical Retreat. When first
bloodied, the hoplite can use its reaction to move up
to its speed without provoking opportunity attacks.
It then makes one attack with its longbow.
MYTHIC ODYSSEYS OF THEROS 13
LEONIN ICONOCLAST LAMPAD
When bloodied at 33 HP, the leonin iconoclast has When bloodied at 26 HP, the lampad has the
the following features. following features.
New Ability: Pounce. While bloodied, if the New Ability: Cast Attack. While bloodied, if the
leonin iconoclast moves at least 20 feet straight nymph uses an action to cast a spell, it can make a
toward a creature and then hits it with a melee melee attack as a bonus action.
attack on the same turn, that target must
succeed on a DC 14 Strength saving throw or be New Ability: Drawn to the Grave. While
knocked prone. If the target is prone, the leonin bloodied, the nymph has advantage on attack rolls
iconoclast can make one Claw attack against it as against creatures that are within 5 feet of a corpse.
a bonus action.
NAIAD
Trigger Ability: Cornered. When first bloodied,
the leonin iconoclast can make a melee attack When bloodied at 15 HP, the naiad has the
against a creature within range as a reaction. following features.
NYX-FLEECE RAM New Ability: Cast Attack. While bloodied, if the
nymph uses an action to cast a spell, it can make a
When bloodied at 13 HP, the nyx-fleece ram has melee attack as a bonus action.
the following feature.
New Ability: Mist. While bloodied, at the start of
New Ability: Noble Creature. While bloodied, the nymph’s turn, the nymph chooses four adjacent
creatures with both an Intelligence and Charisma 5-foot-by-5-foot squares within 30 feet of it and fills
score of 5 or higher have disadvantage on melee them with dense mist. The chosen area is heavily
attack rolls made against the nyx-fleece ram, as they obscured for any creature other than the nymph,
struggle with harming the noble creature. and lasts until the start of the nymph’s next turn.
NYMPHS OREAD
ALSEID When bloodied at 24 HP, the oread has the
following features.
When bloodied at 11 HP, the alseid has the
following features. New Ability: Caller of Flame. While bloodied, at
the start of the nymph’s turn, the nymph summons
New Ability: Cast Attack. While bloodied, if the a column of flame. The column fills a 5-foot-square
nymph uses an action to cast a spell, it can make a and appears within 15 feet of the nymph in an
melee attack as a bonus action. unoccupied space it can see. If a creature starts its
turn in the space or enters it for the first time on a
Strength: At Home in the Field. While bloodied turn, the creature takes 5 (1d10) fire damage. The
and in the grassland, the nymph has advantage on column of flame remains for 10 minutes or until
all Dexterity checks and saving throws. the nymph dies.
New Ability: Cast Attack. While bloodied, if the
nymph uses an action to cast a spell, it can make a
melee attack as a bonus action.
14 BLOODIED & BRUISED
ORACLE RETURNED PALAMNITE
When bloodied at 22 HP, the oracle has the When bloodied at 32 HP, the returned palamnite
following feature. has the following features.
New Ability: Knowledge from the Gods. While Trigger Ability: Cornered. When first bloodied,
bloodied, the oracle can use a bonus action to the returned can make a melee attack against a
look into the mind of a creature it can see within creature within range as a reaction.
60 feet of it. The oracle learns the resistances
and vulnerabilities of the creature (if it has Death Throes: Fallen Mask. When it dies,
any) and what saving throws the creature is the returned’s mask falls away, revealing the
proficient in (if any). expressionless surface beneath. Creatures within 30
feet of the returned when it dies who can see it must
PHYLASKIA succeed on a DC 11 Wisdom saving throw or be
frightened of the returned’s corpse until the end of
When bloodied at 52 HP, the phylaskia has the its next turn.
following features.
RETURNED SENTRY
Frailty: Away from Home. While bloodied
and outside of the Underworld, the phylaskia has When bloodied at 11 HP, the returned sentry has
disadvantage on all attack rolls and saving throws. the following feature.
Strength: Despising of Disguises. While bloodied, Death Throes: Fallen Mask. When it dies,
the phylaskia has advantage on attack rolls against the returned’s mask falls away, revealing the
creatures that are in a disguise, such as a disguise expressionless surface beneath. Creatures within 30
self or invisibility spell. The phylaskia must be able feet of the returned when it dies who can see it must
to see through the disguise to gain advantage on succeed on a DC 11 Wisdom saving throw or be
the attack roll. frightened of the returned’s corpse until the end of
its next turn.
RETURNED
RETURNED DRIFTER
When bloodied at 5 HP, the returned drifter has the
following feature.
Death Throes: Fallen Mask. When it dies,
the returned’s mask falls away, revealing the
expressionless surface beneath. Creatures within 30
feet of the returned when it dies who can see it must
succeed on a DC 11 Wisdom saving throw or be
frightened of the returned’s corpse until the end of
its next turn.
MYTHIC ODYSSEYS OF THEROS 15
SATYR TRITON MASTER OF WAVES
SATYR REVELER When bloodied at 52 HP, the triton master of waves
has the following features.
When bloodied at 16 HP, the satyr reveler has the
following features. New Ability: Blood in the Water. While bloodied
and submerged in water, the area within 5 feet of
New Ability: Standing Leap. While bloodied, the the triton is lightly obscured.
satyr’s long jump is up to 20 feet and its high jump
is up to 10 feet, with or without a running start. New Ability: Cast Attack. While bloodied, if the
triton uses an action to cast a spell, it can make a
Trigger Ability: Tactical Retreat. When first melee attack as a bonus action.
bloodied, the satyr can use its reaction to move up
to its speed without provoking opportunity attacks. Trigger Ability: Cornered. When first bloodied,
It then makes one attack with its shortbow. the triton can make a melee attack against a creature
within range as a reaction.
SATYR THORNBEARER
TYPHON
When bloodied at 19 HP, the satyr thornbearer has
the following features. When bloodied at 97 HP, the typhon has the
following features.
New Ability: Standing Leap. While bloodied, the
satyr’s long jump is up to 20 feet and its high jump Frailty: Worn Out. While bloodied, the typhon’s
is up to 10 feet, with or without a running start. speed is lowered by 10 feet (to a minimum of 5 feet).
Trigger Ability: Tactical Retreat. When first New Ability: Battle Presence. While bloodied, the
bloodied, the satyr can use its reaction to move up typhon has two reactions per round.
to its speed without provoking opportunity attacks.
It then makes one attack with its shortbow. Strength: Made It Angry. While bloodied,
the typhon has advantage on saving throws
TRITON against being charmed, frightened, knocked
prone, and stunned.
TRITON SHORESTALKER
Trigger Ability: Cornered. When first bloodied,
When bloodied at 16 HP, the triton shorestalker the typhon can use its reaction to make an attack
has the following features. against a creature within range.
New Ability: Blood in the Water. While bloodied
and submerged in water, the area within 5 feet of
the triton is lightly obscured.
Trigger Ability: Cornered. When first bloodied,
the triton can make a melee attack against a creature
within range as a reaction.
16 BLOODIED & BRUISED
WOE STRIDER MYTHIC MONSTERS
When bloodied at 55 HP, the woe strider has the ARASTA OF THE ENDLESS WEB
following features.
When bloodied at 150 HP or under the effects of
New Ability: Body Crush. While bloodied, the Armor of Spiders, Arasta has the following features.
woe strider can use an action to move up to 20
feet until it is standing directly above one or more Ability Recharge: Legendary Actions. When first
Medium or smaller creatures. The woe strider then bloodied, Arasta regains all expended uses of her
lowers its body, crushing the creatures beneath it. legendary actions.
Each creature beneath the woe strider must make
a DC 14 Strength saving throw. On a failed save, a Ability Recharge: Web of Hair. When
creature takes 27 (6d8) bludgeoning damage and is first bloodied, the Arasta’s Web of Hair
knocked prone. On successful save, a creature takes ability is recharged.
half as much damage and isn’t knocked prone. After
using Body Crush, the woe strider can make one New Ability: Spider Sense. While bloodied,
Claw attack as a bonus action. Arasta can raise or lower her initiative for the
encounter by as much as 3 (no action required).
New Ability: Trained Maw. As a bonus action
while bloodied, the woe strider can keep its maw Death Throes: Overrun by Spiders. When she
on a character of its choice that it can see within dies, a cluster of spiders rushes out of Arasta’s body.
120 feet of it until the beginning of the woe strider’s Each creature within 30 feet of where Arasta died
next turn. The woe strider keeps its maw, and must make a DC 21 Dexterity saving throw. On
thereby its Antimagic Cone, on the chosen creature a failed save, a creature is swarmed by spiders. It
throughout the round, turning its body as the takes 25 (10d4) piercing damage and is dragged 30
creature moves and letting its maw follow it. The feet away from where Arasta died. On a successful
woe strider can choose to end this ability early (no save, a creature takes half as much damage and
action required). isn’t dragged.
MYTHIC ODYSSEYS OF THEROS 17
HYTHONIA THE CRUEL
When bloodied at 99 HP or under the effects of
Shed Skin, Hythonia has the following features.
Ability Recharge: Legendary Actions. When first
bloodied, Hythonia regains all expended uses of her
legendary actions.
New Ability: Slippery. While bloodied, Hythonia
has advantage on ability checks and saving throws
made to resist being grappled or restrained.
TROMOKRATIS
When bloodied at 204 HP or under the effects
of Hearts of the Kraken, Tromokratis has the
following features.
Ability Recharge: Legendary Actions. When first
bloodied, Tromokratis regains all expended uses of
its legendary actions.
New Ability: Strong Grapple. While bloodied,
Tromokratis has advantage on attack rolls against
creatures it has grappled.
Death Throes: Churning Waters. When it dies,
the waters around Tromokratis churn into white
foam. Each creature within 30 feet of Tromokratis
when it dies is sucked towards it and must make
a DC 26 Strength saving throw. On a failed save,
a creature is pulled through the water until it
crashes into the corpse of Tromokratis, taking 1d6
bludgeoning damage for every 10 feet it was pulled.
In addition, the impact against Tromokratis’ body
renders the creature unable to speak for 1 minute
or until it receives magical healing. On a successful
save, the creature is pulled only half the distance
and doesn’t crash into Tromokratis.
18 BLOODIED & BRUISED