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
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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 Shadrix Silverquill ���������������������������������������14 Giant Boar ����������������������������������������������������22
Silverquill Scholars ��������������������������������������14 Giant Crocodile �������������������������������������������22
The Bloodied Condition �������������������������������4 Giant Elk �������������������������������������������������������22
Bloodied Abilities ����������������������������������������� 5 Silverquill Apprentice ��������������������������������� 14 Giant Frog �����������������������������������������������������22
Silverquill Pledgemage ������������������������������� 14 Giant Rat �������������������������������������������������������22
Death Throes ��������������������������������������������������5 Silverquill Professor of Radiance �������������� 15 Giant Scorpion ���������������������������������������������22
Silverquill Professor of Shadow ����������������� 15 Gladiator �������������������������������������������������������23
NEW CREATURE ENTRIES Spirit Statue Mascot ������������������������������������15 Gorgon ����������������������������������������������������������23
Strixhaven Campus Guide ��������������������������15 Gray Ooze �����������������������������������������������������23
Archaic �����������������������������������������������������������6 Tanazir Quandrix ����������������������������������������15 Gray Slaad �����������������������������������������������������23
Art Elemental Mascot �����������������������������������6 Velomachus Lorehold ���������������������������������16 Green Hag ����������������������������������������������������24
Beledros Witherbloom ����������������������������������6 Witherbloom Scholars ��������������������������������17 Green Slaad ��������������������������������������������������24
Brackish Trudge ���������������������������������������������7 Witherbloom Apprentice ��������������������������� 17 Grick Alpha ��������������������������������������������������24
Cogwork Archivist ����������������������������������������7 Witherbloom Pledgemage ������������������������� 17 Helmed Horror ��������������������������������������������24
Daemogoth ����������������������������������������������������� 7 Witherbloom Professor of Decay ������������� 17 Hydra ������������������������������������������������������������24
Witherbloom Professor of Growth ����������� 17 Invisible Stalker ��������������������������������������������25
Daemogoth ���������������������������������������������������� 7 Lizardfolk Shaman ��������������������������������������25
Daemogoth Titan ������������������������������������������ 8 CREATURES FROM THE Mage ��������������������������������������������������������������25
First-Year Student ������������������������������������������8 MONSTER MANUAL Mud Mephit �������������������������������������������������25
Fractal Mascot ������������������������������������������������8 Needle Blight ������������������������������������������������25
Galazeth Prismari ������������������������������������������8 Air Elemental �����������������������������������������������18 Ochre Jelly ����������������������������������������������������25
Groff ���������������������������������������������������������������� 9 Animated Armor �����������������������������������������18 Oni �����������������������������������������������������������������26
Inkling Mascot �����������������������������������������������9 Ankheg ���������������������������������������������������������18 Otyugh ����������������������������������������������������������26
Lorehold Scholars ������������������������������������������9 Awakened Shrub ������������������������������������������18 Owlbear ��������������������������������������������������������26
Lorehold Apprentice ������������������������������������� 9 Awakened Tree ���������������������������������������������18 Peryton ����������������������������������������������������������26
Lorehold Pledgemage ����������������������������������� 9 Basilisk ����������������������������������������������������������19 Pteranodon ���������������������������������������������������26
Lorehold Professor of Chaos ��������������������� 10 Black Pudding ����������������������������������������������19 Quadrone ������������������������������������������������������27
Lorehold Professor of Order ��������������������� 10 Blue Slaad �����������������������������������������������������19 Red Slaad ������������������������������������������������������27
Mage Hunter ������������������������������������������������10 Bulette �����������������������������������������������������������19 Rug of Smothering ��������������������������������������27
Murgaxor ������������������������������������������������������10 Chimera ��������������������������������������������������������19 Shadow Demon �������������������������������������������27
Oracle of Strixhaven ������������������������������������10 Cloaker ����������������������������������������������������������19 Shambling Mound ���������������������������������������27
Oriq ���������������������������������������������������������������11 Cockatrice ����������������������������������������������������19 Shield Guardian �������������������������������������������28
Oriq Blood Mage ���������������������������������������� 11 Commoner ���������������������������������������������������20 Shrieker ��������������������������������������������������������28
Oriq Recruiter ��������������������������������������������� 11 Crawling Claw ���������������������������������������������20 Spectator �������������������������������������������������������28
Pest Mascot ���������������������������������������������������11 Crocodile ������������������������������������������������������20 Steam Mephit �����������������������������������������������28
Prismari Scholar ������������������������������������������11 Death Slaad ��������������������������������������������������20 Stirge �������������������������������������������������������������28
Prismari Apprentice ����������������������������������� 11 Djinni ������������������������������������������������������������20 Swarm of Poisonous Snakes �����������������������28
Prismari Pledgemage ���������������������������������� 11 Dryad ������������������������������������������������������������20 Treant ������������������������������������������������������������29
Prismari Professor of Expression �������������� 11 Duodrone �����������������������������������������������������20 Troll ���������������������������������������������������������������29
Prismari Professor of Perfection ��������������� 12 Ettin ���������������������������������������������������������������21 Violet Fungus �����������������������������������������������29
Quandrix Scholars ���������������������������������������12 Fire Snake �����������������������������������������������������21 Vrock �������������������������������������������������������������29
Quandrix Apprentice ��������������������������������� 12 Flameskull ����������������������������������������������������21 Water Weird �������������������������������������������������30
Quandrix Pledgemage �������������������������������� 12 Flying Sword ������������������������������������������������21 Wight �������������������������������������������������������������30
Quandrix Professor of Substance ������������� 12 Frog ���������������������������������������������������������������21 Worg ��������������������������������������������������������������30
Quandrix Professor of Theory ������������������ 13 Galeb Dhur ���������������������������������������������������21 Wraith �����������������������������������������������������������30
Relic Sloth �����������������������������������������������������13 Gargoyle ��������������������������������������������������������21
Ruin Grinder ������������������������������������������������13 Ghast �������������������������������������������������������������22
Scufflecup Teacup ����������������������������������������13
STRIXHAVEN: A CURRICULUM OF CHAOS 3
BLOODIED & BRUISED
STRIXHAVEN: A CURRICULUM OF CHAOS
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 Strixhaven: A Curriculum • While Bloodied… Traits that have this or
of Chaos 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 archaic, already have a Death Throes trait written
into their stat block. This document adds new
A creature’s abilities depend on the resources the 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
ARCHAIC space of the creature’s choice. A creature that cannot
move, chooses not to move, or is 10 feet or more
When bloodied at 122 HP, the archaic has the within the 100-foot square of space the archaic takes
following features. up suffers the consequences of a failed saving throw.
Ability Recharge: Legendary Actions. When first ART ELEMENTAL MASCOT
bloodied, the archaic regains all expended uses of its
legendary actions. When bloodied at 9 HP, the art elemental mascot
has the following features.
Ability Recharge: Gravity Shift. When
first bloodied, the archaic’s Gravity Shift New Ability: College Mascot. While the mascot
ability is recharged. is bloodied, members of the Prismari College who
are within 30 feet of the mascot and can see it have
Frailty: Worn Out. While bloodied, the archaic’s advantage on all saving throws.
speed is lowered by 10 feet.
Death Throes: Death Burst (Taken from the
Trigger Ability: Teleporting Strike. When first Statblock). When the mascot dies, it explodes in a
bloodied, the archaic can use its Teleport ability as burst of colored light. Each creature within 5 feet of
a reaction. After using Teleport in this way, it can the mascot must succeed on a DC 11 Constitution
immediately make an attack with its Force Strike. saving throw or be blinded for 1 minute. A blinded
creature can repeat the save at the end of each of its
Death Throes: Ground-Shattering Demise. The turns, ending the effect on itself on a success.
archaic falls in a random direction, provided it isn’t
prone. Roll a d8 to determine which direction the BELEDROS WITHERBLOOM
archaic falls when it dies. The area where it lands
becomes difficult terrain, and the archaic takes up a When bloodied at 222 HP, Beledros Witherbloom
100-foot square of space. has the following features.
Each creature standing in the area must make Ability Recharge: Decaying Breath. When
a DC 15 Dexterity saving throw. On a failed first bloodied, the Beledros’ Decaying Breath
save, the dead archaic lands on the creature. The ability is recharged.
creature takes 70 (20d6) bludgeoning damage, is
knocked prone, and is trapped under the archaic’s Ability Recharge: Legendary Actions. When first
body. While trapped, the creature is blinded and bloodied, Beledros regains all expended uses of its
restrained, it has total cover against attacks and legendary actions.
other effects from outside the archaic’s body, and it
takes 17 (5d6) bludgeoning damage at the start of New Ability: Spell Manipulator. While
each of its turns. The creature can use an action on bloodied, all spell attacks made against Beledros
its turn to make a DC 30 Strength (Athletics) check, have disadvantage.
moving itself 10 feet along the ground on a success.
New Ability: Fling. While bloodied, Beledros can
If a creature succeeds on its saving throw, it takes replace one of its Claw attacks with a Fling attack,
no damage, isn’t knocked prone, and is pushed 5 but only if it just successfully hit a Large or smaller
feet out of the archaic‘s space into an unoccupied
6 BLOODIED & BRUISED
creature with a Bite attack on the same turn. Then, COGWORK ARCHIVIST
the creature the dragon just bit is thrown up to 30
feet in a direction of the dragon’s choice, landing When bloodied at 45 HP, the cogwork archivist has
prone. If a thrown target strikes a solid surface, the the following features.
target takes 1d6 bludgeoning damage for every 10
feet it was thrown. If the target is thrown at another Frailty: Malfunction. While bloodied, the
creature, that creature must succeed on a DC 20 cogwork archivist doesn’t work as optimally. Its
Dexterity saving throw or take the same damage speed is lowered by 5 feet (to a minimum of 10 feet)
and be knocked prone. and it cannot take reactions.
New Ability: Heavy Step. While bloodied, if New Ability: Librarian Enforcement. While
Beledros moves at least 20 feet and doesn’t leave the bloodied, the cogwork archivist has advantage
ground, it can replace its Bite attack with a Heavy on attack rolls against creatures that have spoken
Step attack. While doing so, it can enter the spaces louder than a whisper since the end of the cogwork
of Large or smaller creatures. Whenever Beledros archivist’s last turn. Examples include yelling for
enters a creature’s space, the creature must make a help or casting a spell with a verbal component.
DC 18 Dexterity saving throw.
Death Throes: Arcane Boom. A small arcane
On a failed save, the creature takes 35 (10d6) explosion happens as the cogwork archivist falls
bludgeoning damage and is knocked prone. If the to the ground. Each creature in a 10-foot radius
dragon ends its turn in that space and the creature of the cogwork archivist when it expires takes 12
failed the save, the creature is grappled (escape DC (5d4) force damage.
18) and restrained. On a success, the creature takes
no damage, isn’t knocked prone, and is pushed 5 DAEMOGOTH
feet out of the dragon‘s space into an unoccupied
space of the creature’s choice. A creature that DAEMOGOTH
cannot move or chooses not to move suffers the
consequences of a failed saving throw. When bloodied at 78 HP, the daemogoth has the
following features.
Trigger Ability: Cornered. When first bloodied,
Beledros can use its reaction to make a Claw attack Ability Recharge: Terrify. When first bloodied,
against a creature within range. the daemogoth’s Terrify ability is recharged.
BRACKISH TRUDGE Strength: Improved Pact of Pain. While bloodied,
when a bonded creature casts the spell granted to it
When bloodied at 34 HP, the brackish trudge has through the ritual, the daemogoth regains 14 (4d6)
the following features. hit points and automatically succeeds on the next
saving throw it makes within the next 10 minutes.
Strength: One with Nature. While bloodied, the
brackish trudge ignores difficult terrain caused by Strength: Touch of Horrors. While bloodied, a
plants such as fungi, tall grass, and branches. creature hit by the daemogoth’s Agonizing Burst
must succeed on a DC 15 Wisdom saving throw
Trigger Ability: Cornered. When first bloodied, or be frightened of the daemogoth until the end of
brackish trudge can use its reaction to make a Claw its next turn.
attack against a creature within range.
Death Throes: Rapid Overgrowth. The brackish
trudge’s body withers away and thick vines grow
from its body. The area within 5 feet of where the
brackish trudge dies is overgrown with plants and
becomes difficult terrain.
STRIXHAVEN: A CURRICULUM OF CHAOS 7
DAEMOGOTH TITAN FIRST-YEAR STUDENT
When bloodied at 101 HP, the daemogoth titan has When bloodied at 16 HP, the first-year student has
the following features. the following feature.
Ability Recharge: Legendary Actions. When first Trigger Ability: Tactical Retreat. When first
bloodied, the daemogoth regains all expended uses bloodied, the first-year student can use its reaction
of its legendary actions. to move up to its speed without provoking
opportunity attacks. It then makes one attack with
Strength: Improved Pact of Pain. While bloodied, its Magic Flare.
when a bonded creature casts the spell granted to it
through the ritual, the daemogoth regains 28 (8d6) FRACTAL MASCOT
hit points and automatically succeeds on the next
saving throw it makes within the next 10 minutes. When bloodied at 13 HP, the fractal mascot has the
following feature.
Strength: Touch of Horrors. While bloodied, a
creature hit by the daemogoth’s Agonizing Burst New Ability: College Mascot. While the mascot
must succeed on a DC 15 Wisdom saving throw is bloodied, members of the Quandrix College who
or be frightened of the daemogoth until the end of are within 30 feet of the mascot and can see it have
its next turn. advantage on all saving throws.
Death Throes: Ground-Shattering Demise. The GALAZETH PRISMARI
daemogoth falls in a random direction, provided it
isn’t prone. Roll a d8 to determine which direction When bloodied at 201 HP, Galazeth Prismari has
the daemogoth falls when it dies. The area where it the following features.
lands becomes difficult terrain, and the daemogoth
takes up a 50-foot square of space. Ability Recharge: Dancing Elements Breath.
When first bloodied, Galazeth’s Dancing Elements
Each creature standing in the area must make a Breath ability is recharged.
DC 15 Dexterity saving throw. On a failed save, the
dead daemogoth lands on the creature. The creature Ability Recharge: Legendary Actions. When first
takes 70 (20d6) bludgeoning damage, is knocked bloodied, Galazeth regains all expended uses of its
prone, and is trapped under the daemogoth’s legendary actions.
body. While trapped, the creature is blinded and
restrained, it has total cover against attacks and New Ability: Spell Manipulator. While
other effects from outside the daemogoth’s body, bloodied, all spell attacks made against Galazeth
and it takes 17 (5d6) bludgeoning damage at the have disadvantage.
start of each of its turns. The creature can use
an action on its turn to make a DC 30 Strength New Ability: Fling. While bloodied, Galazeth can
(Athletics) check, moving itself 10 feet along the replace one of its Claw attacks with a Fling attack,
ground on a success. but only if it just successfully hit a Large or smaller
creature with a Bite attack on the same turn. Then,
If a creature succeeds on its saving throw, it the creature the dragon just bit is thrown up to 30
takes no damage, isn’t knocked prone, and is feet in a direction of the dragon’s choice, landing
pushed 5 feet out of the daemogoth‘s space into prone. If a thrown target strikes a solid surface, the
an unoccupied space of the creature’s choice. A target takes 1d6 bludgeoning damage for every 10
creature that cannot move, chooses not to move, or feet it was thrown. If the target is thrown at another
is 10 feet or more within the 50-foot square of space
the daemogoth takes up suffers the consequences of
a failed saving throw.
8 BLOODIED & BRUISED
creature, that creature must succeed on a DC 20 INKLING MASCOT
Dexterity saving throw or take the same damage
and be knocked prone. When bloodied at 9 HP, the inkling mascot has the
following features.
New Ability: Heavy Step. While bloodied, if
Galazeth moves at least 20 feet and doesn’t leave the New Ability: College Mascot. While the mascot
ground, it can replace its Bite attack with a Heavy is bloodied, members of the Silverquill College who
Step attack. While doing so, it can enter the spaces are within 30 feet of the mascot and can see it have
of Large or smaller creatures. Whenever Galazeth advantage on all saving throws.
enters a creature’s space, the creature must make a
DC 18 Dexterity saving throw. LOREHOLD SCHOLARS
On a failed save, the creature takes 35 (10d6) LOREHOLD APPRENTICE
bludgeoning damage and is knocked prone. If the
dragon ends its turn in that space and the creature When bloodied at 16 HP, the Lorehold apprentice
failed the save, the creature is grappled (escape DC has the following features.
18) and restrained. On a success, the creature takes
no damage, isn’t knocked prone, and is pushed 5 Ability Recharge: Reduce to Memory. When
feet out of the dragon‘s space into an unoccupied first bloodied, the apprentice’s Reduce to Memory
space of the creature’s choice. A creature that ability is recharged.
cannot move or chooses not to move suffers the
consequences of a failed saving throw. Trigger Ability: Tactical Retreat. When first
bloodied, the apprentice can use its reaction
Trigger Ability: Cornered. When first bloodied, to move up to its speed without provoking
Galazeth can use its reaction to make a Claw attack opportunity attacks. It then makes one attack with
against a creature within range. its Scroll Bash.
GROFF LOREHOLD PLEDGEMAGE
When bloodied at 34 HP, the groff has the When bloodied at 30 HP, the Lorehold pledgemage
following features. has the following features.
Strength: One with Nature. While bloodied, the Ability Recharge: Reduce to Memory. When first
groff ignores difficult terrain caused by plants such bloodied, the pledgemage’s Reduce to Memory
as fungi, tall grass, and branches. ability is recharged.
Strength: Made It Angry. While bloodied, the Trigger Ability: Tactical Retreat. When first
groff has advantage on saving throws against being bloodied, the pledgemage can use its reaction
charmed, frightened, knocked prone, and stunned. to move up to its speed without provoking
opportunity attacks. It then makes one attack with
Death Throes: Rapid Overgrowth. The groff ’s its Scroll Bash.
body withers away and thick vines grow from
its body. The area within 5 feet of where the
groff dies is overgrown with plants and becomes
difficult terrain.
STRIXHAVEN: A CURRICULUM OF CHAOS 9
LOREHOLD PROFESSOR OF CHAOS MAGE HUNTER
When bloodied at 55 HP, the Lorehold professor of When bloodied at 42 HP, the mage hunter has the
chaos has the following features. following feature.
Ability Recharge: Weight of History. When New Ability: Mage Killer. While bloodied, the
first bloodied, the professor’s Weight of History mage hunter has advantage on attack rolls made
ability is recharged. against creatures that can cast spells.
Trigger Ability: Tactical Retreat. When first MURGAXOR
bloodied, the professor can use its reaction to move
up to its speed without provoking opportunity When bloodied at 63 HP, Murgaxor has the
attacks. It then makes one attack with its following features.
Spectral Scroll.
Ability Recharge: Blood Boil. When
New Ability: Tenure. While bloodied, if the first bloodied, Murgaxor’s Blood Boil
professor is reduced to 0 hit points without ability is recharged.
being killed outright and at least one mage from
the Lorehold College is within 15 feet of it, the Frailty: Less Blood, Less of a Fight. While
professor drops to 1 hit point instead. This trait fails blooded, the Murgaxor’s AC is reduced by 2.
if the Lorehold College mage is incapacitated.
Death Throes: Blood Spray. When Murgaxor
LOREHOLD PROFESSOR OF ORDER dies, a spray of dark crimson splatters on nearby
creatures. Each creature within 5 feet of Murgaxor
When bloodied at 52 HP, the Lorehold professor of when he dies takes 14 (4d6) necrotic damage and
order has the following features. is blinded as dark blood gets in its eyes. A creature
can end the blinded condition by using an action to
Ability Recharge: Force Barrier. When wipe away the blood.
first bloodied, the professor’s Force Barrier
ability is recharged. ORACLE OF STRIXHAVEN
Trigger Ability: Tactical Retreat. When first When bloodied at 75 HP, the Oracle of Strixhaven
bloodied, the professor can use its reaction to move has the following features.
up to its speed without provoking opportunity
attacks. It then makes one attack with its Ability Recharge: Paradoxy. When first
Repelling Burst. bloodied, the Oracle of Strixhaven’s Paradoxy
ability is recharged.
New Ability: Tenure. While bloodied, if the
professor is reduced to 0 hit points without Ability Recharge: Legendary Actions. When
being killed outright and at least one mage from first bloodied, the Oracle of Strixhaven regains all
the Lorehold College is within 15 feet of it, the expended uses of its legendary actions.
professor drops to 1 hit point instead. This trait fails
if the Lorehold College mage is incapacitated. New Ability: Cast Attack. While bloodied, if the
Oracle of Strixhaven uses an action to cast a spell, it
can make a Magic Flare attack as a bonus action.
Trigger Ability: Teleporting Strike. When first
bloodied, the Oracle of Strixhaven can use its
Teleport ability as a reaction. After using Teleport
in this way, it can immediately make an attack with
its Magic Flare.
10 BLOODIED & BRUISED
ORIQ PRISMARI SCHOLAR
ORIQ BLOOD MAGE PRISMARI APPRENTICE
When bloodied at 63 HP, the Oriq blood mage has When bloodied at 22 HP, the Prismari apprentice
the following features. has the following features.
Ability Recharge: Blood Boil. When first Ability Recharge: Surge of Artistry. When
bloodied, the Oriq blood mage’s Blood Boil first bloodied, the apprentice’s Surge of Artistry
ability is recharged. ability is recharged.
Frailty: Less Blood, Less of a Fight. Whie Trigger Ability: Tactical Retreat. When first
blooded, the Oriq blood mage’s AC is reduced by 2. bloodied, the apprentice can use its reaction
to move up to its speed without provoking
Death Throes: Blood Spray. When Oriq blood opportunity attacks. It then makes one attack with
mage dies, a spray of dark crimson splatters on its Elemental Strike.
nearby creatures. Each creature within 5 feet of
the Oriq blood mage when it dies takes 14 (4d6) PRISMARI PLEDGEMAGE
necrotic damage and is blinded as dark blood gets
in its eyes. A creature can end the blinded condition When bloodied at 33 HP, the Prismari pledgemage
by using an action to wipe away the blood. has the following features.
ORIQ RECRUITER Ability Recharge: Surge of Artistry. When
first bloodied, the pledgemage’s Surge of Artistry
When bloodied at 27 HP, the Oriq recruiter has the ability is recharged.
following features.
Trigger Ability: Tactical Retreat. When first
Trigger Ability: Tactical Retreat. When first bloodied, the pledgemage can use its reaction
bloodied, the Oriq recruiter can use its reaction to move up to its speed without provoking
to move up to its speed without provoking opportunity attacks. It then makes one attack with
opportunity attacks. It then makes one attack with its Elemental Strike.
its Psychic Knife.
PRISMARI PROFESSOR OF EXPRESSION
Death Throes: Blood Spray. When Oriq recruiter
dies, a spray of dark crimson splatters on nearby When bloodied at 48 HP, the Prismari professor of
creatures. Each creature within 5 feet of the Oriq expression has the following features.
recruiter when it dies takes 14 (4d6) necrotic
damage and is blinded as dark blood gets in its eyes. Ability Recharge: Lightning Flourish. When
A creature can end the blinded condition by using first bloodied, the professor’s Lightning Flourish
an action to wipe away the blood. ability is recharged.
PEST MASCOT Trigger Ability: Tactical Retreat. When first
bloodied, the professor can use its reaction
When bloodied at 11 HP, the pest mascot has the to move up to its speed without provoking
following feature. opportunity attacks. It then makes one attack with
its Cinder Burst.
New Ability: College Mascot. While the mascot
is bloodied, members of the Witherbloom College New Ability: Tenure. While bloodied, if the
who are within 30 feet of the mascot and can see it professor is reduced to 0 hit points without being
have advantage on all saving throws. killed outright and at least one mage from the
Prismari College is within 15 feet of it, the professor
drops to 1 hit point instead. This trait fails if the
Prismari College mage is incapacitated.
STRIXHAVEN: A CURRICULUM OF CHAOS 11
PRISMARI PROFESSOR OF PERFECTION QUANDRIX PLEDGEMAGE
When bloodied at 48 HP, the Prismari professor of When bloodied at 33 HP, the Quandrix pledgemage
perfection has the following features. has the following features.
Strength: Improved Water Walking. While Ability Recharge: Vortex Calculus. When
bloodied, the professor’s speed is doubled while first bloodied, the pledgemage’s Vortex Calculus
moving over water and other liquids. ability is recharged.
Trigger Ability: Tactical Retreat. When first Strength: Improved Exponential Lash. While
bloodied, the professor can use its reaction blooded and using Exponential Lash, the additional
to move up to its speed without provoking creature targeted by the pledgemage takes 17
opportunity attacks. It then makes one attack with (4d6 + 3) force damage instead of the listed 10
its Tidal Strike. (2d6 + 3) damage.
New Ability: Tenure. While bloodied, if the Trigger Ability: Run Away. When first bloodied,
professor is reduced to 0 hit points without being the apprentice can use its reaction to move up to its
killed outright and at least one mage from the speed without provoking opportunity attacks.
Prismari College is within 15 feet of it, the professor
drops to 1 hit point instead. This trait fails if the QUANDRIX PROFESSOR OF SUBSTANCE
Prismari College mage is incapacitated.
When bloodied at 52 HP, the Quandrix professor of
QUANDRIX SCHOLARS substance has the following features.
QUANDRIX APPRENTICE Ability Recharge: Dilation. When first bloodied,
the professor’s Dilation ability is recharged.
When bloodied at 22 HP, the Quandrix apprentice
has the following features. New Ability: Geometric Shift. As an action while
bloodied, the professor can teleport up to 30 feet to
Strength: Improved Exponential Lash. While an unoccupied space it can see and make one attack
blooded and using Exponential Lash, the additional with its Spatial Blade. If the attack hits, the professor
creature targeted by the apprentice takes 16 can teleport an additional 30 feet to another
(4d6 + 2) force damage instead of the listed 9 unoccupied space it can see.
(2d6 +2) damage.
New Ability: Tenure. While bloodied, if the
Trigger Ability: Run Away. When first bloodied, professor is reduced to 0 hit points without
the apprentice can use its reaction to move up to its being killed outright and at least one mage from
speed without provoking opportunity attacks. the Quandrix College is within 15 feet of it, the
professor drops to 1 hit point instead. This trait fails
if the Quandrix College mage is incapacitated.
12 BLOODIED & BRUISED
QUANDRIX PROFESSOR OF THEORY RUIN GRINDER
When bloodied at 48 HP, the Quandrix professor of When bloodied at 41 HP, the ruin grinder has the
theory has the following features. following features.
Ability Recharge: Overriding Theorem. When Frailty: Malfunction. While bloodied, the ruin
first bloodied, the professor’s Overriding Theorem grinder doesn’t work as optimally. Its speed is
ability is recharged. lowered by 5 feet (to a minimum of 10 feet) and it
cannot take reactions.
New Ability: Geometric Shift. As an action while
bloodied, the professor can teleport up to 30 feet to New Ability: Overheating. While bloodied, the
an unoccupied space it can see and make one attack ruin grinder overheats to maintain efficiency. Any
with its Spatial Blade. If the attack hits, the professor creature who touches the ruin grinder or hits it
can teleport an additional 30 feet to another with a melee attack while within 5 feet of it takes
unoccupied space it can see. 5 (1d10) fire damage. If a gallon or more water is
dumped on the ruin grinder, this trait is suppressed
New Ability: Tenure. While bloodied, if the until the end of the ruin grinder’s next turn.
professor is reduced to 0 hit points without
being killed outright and at least one mage from Strength: Scalding Weapons. While bloodied, the
the Quandrix College is within 15 feet of it, the ruin grinder’s weapon attacks deal an additional
professor drops to 1 hit point instead. This trait fails 7 (2d6) fire damage. If a gallon or more water is
if the Quandrix College mage is incapacitated. dumped on the ruin grinder, this trait is suppressed
until the end of the ruin grinder’s next turn.
RELIC SLOTH
Death Throes: Arcane Boom. A small arcane
When bloodied at 38 HP, the relic sloth has the explosion happens as the ruin grinder falls to
following features. the ground. Each creature in a 10-foot radius
of the ruin grinder when it expires takes 12
Strength: Made It Angry. While bloodied, the (5d4) force damage.
relic sloth has advantage on saving throws against
being charmed, frightened, and stunned. SCUFFLECUP TEACUP
Trigger Ability: Run Away. When first bloodied, The scufflecup teacup has no bloodied features.
the relic sloth can use its reaction to move up to its
speed without provoking opportunity attacks.
STRIXHAVEN: A CURRICULUM OF CHAOS 13
SHADRIX SILVERQUILL failed the save, the creature is grappled (escape DC
18) and restrained. On a success, the creature takes
When bloodied at 181 HP, Shadrix Silverquill has no damage, isn’t knocked prone, and is pushed 5
the following features. feet out of the dragon‘s space into an unoccupied
space of the creature’s choice. A creature that
Ability Recharge: Illuminating Shadow Breath. cannot move or chooses not to move suffers the
When first bloodied, Shadrix’s Illuminating Shadow consequences of a failed saving throw.
Breah ability is recharged.
Trigger Ability: Cornered. When first bloodied,
Ability Recharge: Legendary Actions. When first Shadrix can use its reaction to make a Claw attack
bloodied, Shadrix regains all expended uses of its against a creature within range.
legendary actions.
SILVERQUILL SCHOLARS
New Ability: Spell Manipulator. While
bloodied, all spell attacks made against Shadrix SILVERQUILL APPRENTICE
have disadvantage.
When bloodied at 22 HP, the Silverquill apprentice
New Ability: Fling. While bloodied, Shadrix can has the following features.
replace one of its Claw attacks with a Fling attack,
but only if it just successfully hit a Large or smaller Strength: Improved Ink Blade. If the apprentice
creature with a Bite attack on the same turn. Then, hits a creature with its Ink Blade attack while
the creature the dragon just bit is thrown up to 30 bloodied, the creature must succeed on a DC 10
feet in a direction of the dragon’s choice, landing Constitution saving throw or be blinded until the
prone. If a thrown target strikes a solid surface, the beginning of its next turn.
target takes 1d6 bludgeoning damage for every 10
feet it was thrown. If the target is thrown at another Trigger Ability: Run Away. When first bloodied,
creature, that creature must succeed on a DC 20 the apprentice can use its reaction to move up to its
Dexterity saving throw or take the same damage speed without provoking opportunity attacks.
and be knocked prone.
SILVERQUILL PLEDGEMAGE
New Ability: Heavy Step. While bloodied, if
Shadrix moves at least 20 feet and doesn’t leave the When bloodied at 33 HP, the Silverquill
ground, it can replace its Bite attack with a Heavy pledgemage has the following features.
Step attack. While doing so, it can enter the spaces
of Large or smaller creatures. Whenever Shadrix Strength: Improved Ink Blade. If the pledgemage
enters a creature’s space, the creature must make a hits a creature with its Ink Blade attack while
DC 18 Dexterity saving throw. bloodied, the creature must succeed on a DC 10
Constitution saving throw or be blinded until the
On a failed save, the creature takes 35 (10d6) beginning of its next turn.
bludgeoning damage and is knocked prone. If the
dragon ends its turn in that space and the creature Trigger Ability: Run Away. When first bloodied,
the apprentice can use its reaction to move up to its
speed without provoking opportunity attacks.
14 BLOODIED & BRUISED
SILVERQUILL PROFESSOR OF RADIANCE STRIXHAVEN CAMPUS GUIDE
When bloodied at 48 HP, the Silverquill professor When bloodied at 15 HP, the Strixhaven campus
of radiance has the following features. guide has the following feature.
New Ability: Guided by the Light. While Trigger Ability: Run Away. When first bloodied,
bloodied, the professor has advantage on attack rolls the apprentice can use its reaction to move up to its
made against creatures in bright light. In addition, speed without provoking opportunity attacks.
creatures in bright light have disadvantage on
saving throws originating from the professor. TANAZIR QUANDRIX
New Ability: Tenure. While bloodied, if the When bloodied at 222 HP, Tanazir Quandrix has
professor is reduced to 0 hit points without the following features.
being killed outright and at least one mage from
the Silverquill College is within 15 feet of it, the Ability Recharge: Diminution Breath. When
professor drops to 1 hit point instead. This trait fails first bloodied, Tanazir’s Diminution Breath
if the Silverquill College mage is incapacitated. ability is recharged.
SILVERQUILL PROFESSOR OF SHADOW Ability Recharge: Legendary Actions. When first
bloodied, Tanazir regains all expended uses of its
When bloodied at 48 HP, the Silverquill professor legendary actions.
of shadow has the following features.
New Ability: Spell Manipulator. While
New Ability: Guided by the Dark. While bloodied, all spell attacks made against Tanazir
bloodied, the professor has advantage on attack rolls have disadvantage.
made against creatures in darkness. In addition,
creatures in darkness have disadvantage on saving New Ability: Fling. While bloodied, Tanazir can
throws originating from the professor. replace one of its Claw attacks with a Fling attack,
but only if it just successfully hit a Large or smaller
New Ability: Tenure. While bloodied, if the creature with a Bite attack on the same turn. Then,
professor is reduced to 0 hit points without the creature the dragon just bit is thrown up to 30
being killed outright and at least one mage from feet in a direction of the dragon’s choice, landing
the Silverquill College is within 15 feet of it, the prone. If a thrown target strikes a solid surface, the
professor drops to 1 hit point instead. This trait fails target takes 1d6 bludgeoning damage for every 10
if the Silverquill College mage is incapacitated. feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 20
SPIRIT STATUE MASCOT Dexterity saving throw or take the same damage
and be knocked prone.
When bloodied at 13 HP, the spirit statue mascot
has the following features. New Ability: Heavy Step. While bloodied, if
Tanazir moves at least 20 feet and doesn’t leave the
New Ability: College Mascot. While the mascot ground, it can replace its Bite attack with a Heavy
is bloodied, members of the Lorehold College who Step attack. While doing so, it can enter the spaces
are within 30 feet of the mascot and can see it have of Large or smaller creatures. Whenever Tanazir
advantage on all saving throws. enters a creature’s space, the creature must make a
DC 18 Dexterity saving throw.
Death Throes: Death Burst (Taken from the
Statblock). When the mascot dies, it explodes in a On a failed save, the creature takes 35 (10d6)
burst of colored light. Each creature within 5 feet of bludgeoning damage and is knocked prone. If the
the mascot must succeed on a DC 12 Constitution
saving throw or be blinded for 1 minute. A blinded
creature can repeat the save at the end of each of its
turns, ending the effect on itself on a success.
STRIXHAVEN: A CURRICULUM OF CHAOS 15
dragon ends its turn in that space and the creature thrown up to 30 feet in a direction of the dragon’s
failed the save, the creature is grappled (escape DC choice, landing prone. If a thrown target strikes
18) and restrained. On a success, the creature takes a solid surface, the target takes 1d6 bludgeoning
no damage, isn’t knocked prone, and is pushed 5 damage for every 10 feet it was thrown. If the target
feet out of the dragon‘s space into an unoccupied is thrown at another creature, that creature must
space of the creature’s choice. A creature that succeed on a DC 20 Dexterity saving throw or take
cannot move or chooses not to move suffers the the same damage and be knocked prone.
consequences of a failed saving throw.
New Ability: Heavy Step. While bloodied, if
Trigger Ability: Cornered. When first bloodied, Velomachus moves at least 20 feet and doesn’t
Tanazir can use its reaction to make a Claw attack leave the ground, it can replace its Bite attack with
against a creature within range. a Heavy Step attack. While doing so, it can enter
the spaces of Large or smaller creatures. Whenever
VELOMACHUS LOREHOLD Velomachus enters a creature’s space, the creature
must make a DC 18 Dexterity saving throw.
When bloodied at 243 HP, the Velomachus
Lorehold has the following features. On a failed save, the creature takes 35 (10d6)
bludgeoning damage and is knocked prone. If the
Ability Recharge: Battle Tide Breath. When dragon ends its turn in that space and the creature
first bloodied, Velomachus’ Battle Tide Breath failed the save, the creature is grappled (escape DC
ability is recharged. 18) and restrained. On a success, the creature takes
no damage, isn’t knocked prone, and is pushed 5
Ability Recharge: Legendary Actions. When first feet out of the dragon‘s space into an unoccupied
bloodied, Velomachus regains all expended uses of space of the creature’s choice. A creature that
its legendary actions. cannot move or chooses not to move suffers the
consequences of a failed saving throw.
New Ability: Spell Manipulator. While bloodied,
all spell attacks made against Velomachus Trigger Ability: Cornered. When first bloodied,
have disadvantage. Velomachus can use its reaction to make a Claw
attack against a creature within range.
New Ability: Fling. While bloodied, Velomachus
can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Large
or smaller creature with a Bite attack on the same
turn. Then, the creature the dragon just bit is
16 BLOODIED & BRUISED
WITHERBLOOM SCHOLARS WITHERBLOOM PROFESSOR OF DECAY
WITHERBLOOM APPRENTICE When bloodied at 52 HP, the Witherbloom
professor of decay has the following features.
When bloodied at 22 HP, the Witherbloom
apprentice has the following features. Ability Recharge: Essence Pulse. When
first bloodied, the professor’s Essence Pulse
Strength: Improved Verdant Talisman. While ability is recharged.
bloodied and within 5 feet of a friendly creature
wearing a verdant talisman bestowed by the New Ability: Necrotic Transfer. While bloodied,
apprentice, the apprentice has a +3 bonus to its AC. if the professor takes necrotic damage from a source
other than itself, it can transfer the necrotic damage
Trigger Ability: Tactical Retreat. When first to another creature it can see within 60 feet of it.
bloodied, the apprentice can use its reaction The chosen creature takes the necrotic damage
to move up to its speed without provoking instead of the professor.
opportunity attacks. It then makes one attack with
its Briar Vine. New Ability: Tenure. While bloodied, if the
professor is reduced to 0 hit points without being
WITHERBLOOM PLEDGEMAGE killed outright and at least one mage from the
Witherbloom College is within 15 feet of it, the
When bloodied at 33 HP, the Witherbloom professor drops to 1 hit point instead. This trait fails
pledgemage has the following features. if the Witherbloom College mage is incapacitated.
Strength: Improved Verdant Talisman. WITHERBLOOM PROFESSOR OF GROWTH
While bloodied and within 5 feet of a friendly
creature wearing a verdant talisman bestowed When bloodied at 56 HP, the Witherbloom
by the pledgemage, the apprentice has a +3 professor of growth has the following features.
bonus to its AC.
Ability Recharge: Essence Pulse. When
Trigger Ability: Tactical Retreat. When first first bloodied, the professor’s Essence Pulse
bloodied, the pledgemage can use its reaction ability is recharged.
to move up to its speed without provoking
opportunity attacks. It then makes one attack with Strength: One with Nature. While bloodied, the
its Briar Vine. professor ignores difficult terrain caused by plants
such as fungi, tall grass, and branches.
New Ability: Nature’s Blessing. While bloodied,
when the professor casts a spell, it gains 1d8
temporary hit points.
New Ability: Tenure. As a reaction while
bloodied, if the professor is reduced to 0 hit points
without being killed outright and at least one mage
from the Witherbloom College is within 15 feet
of it, the professor drops to 1 hit point instead.
This trait fails if the Witherbloom College mage is
incapacitated.
STRIXHAVEN: A CURRICULUM OF CHAOS 17
CREATURES FROM
THE MONSTER MANUAL
AIR ELEMENTAL ANKHEG
When bloodied at 45 HP, the air elemental has the When bloodied at 19 HP, the ankheg has the
following features. following features.
Ability Recharge: Whirlwind. When first Ability Recharge: Acid Spray. When
bloodied, the air elemental’s Whirlwind first bloodied, the ankheg’s Acid Spray
ability is recharged. ability is recharged.
New Ability: Strong Winds. While bloodied, the Frailty: Chipped Chitin. While bloodied, the
air elemental exudes wild winds from its body. A ankheg’s AC is lowered by 1.
creature that ends its turn within 5 feet of the air
elemental or enters the area for the first time must AWAKENED SHRUB
succeed on a DC 13 Strength saving throw if it is
holding something in its hand, like a weapon or an The awakened shrub has no bloodied features.
item. On a failed save, the item is ripped from its
hand and flies 20 feet away in a random direction. AWAKENED TREE
Death Throes: Elemental Explosion. An When bloodied at 29 HP, the awakened tree has the
elemental explosion creates a shockwave of energy. following features.
Each creature in a 10-foot radius of the elemental
when it dies must succeed on a DC 15 Dexterity Frailty: Worn Out. While bloodied, the
saving throw or take 5 (1d10) piercing damage. awakened tree’s speed is lowered by 10 feet (to a
minimum of 5 feet).
ANIMATED ARMOR
Death Throes: Timber. The awakened tree falls in
When bloodied at 16 HP, the animated armor has a random direction, provided it isn’t prone. Roll a
the following feature. d8 to determine which direction the awakened tree
falls when it dies. The area where it lands becomes
Death Throes: Arcane Boom. A small arcane difficult terrain, and the awakened tree takes up a
explosion happens as the animated armor clatters to 15-foot square of space.
the ground. Each creature in a 5-foot radius of the
armor when it expires takes 2 (1d4) force damage. Each creature standing in the area must make
a DC 15 Dexterity saving throw. On a failed save,
the dead awakened tree lands on the creature.
The creature takes 17 (5d6) bludgeoning damage,
is knocked prone, and is restrained under the
awakened tree’s trunk. The creature must use
an action and 10 feet of movement on its turn
18 BLOODIED & BRUISED
to make a DC 17 Strength (Athletics) check, BULETTE
freeing itself from beneath the awakened tree’s
trunk on a success. When bloodied at 47 HP, the bulette has the
following features.
If a creature succeeds on the Dexterity saving
throw, it takes no damage, isn’t knocked prone, and Frailty: Damaged Armor Plating. While
is pushed 5 feet out of the awakened tree‘s space bloodied, the bulette’s natural armor is damaged,
into an unoccupied space of the creature’s choice. A lowering its AC by 1.
creature that cannot move or chooses not to move
suffers the consequences of a failed saving throw. Trigger Ability: Deadly Leap. When first
bloodied, the bulette can use its Deadly Leap attack
BASILISK as a reaction.
When bloodied at 26 HP, the basilisk has the CHIMERA
following features.
When bloodied at 57 HP, the chimera has the
Strength: Made It Angry. While bloodied, following features.
the basilisk has advantage on saving throws
against being charmed, frightened, knocked Ability Recharge: Fire Breath. When
prone, and stunned. first bloodied, the chimera’s Fire Breath
ability is recharged.
Trigger Ability: Cornered. When first bloodied,
the basilisk can make a melee attack against a New Ability: Forceful Wings. While bloodied, the
creature within range as a reaction. chimera’s great wings beat harder to keep it flying.
If a creature is standing within 5 feet of the chimera
BLACK PUDDING as it takes flight, the creature must succeed on a
DC 15 Dexterity saving throw or fall prone. While
When bloodied at 42 HP, the black pudding has the a creature is prone in this way, it cannot make
following feature. opportunity attacks.
Strength: Bludgeoning Resistance. While CLOAKER
bloodied, the black pudding is resistant to
bludgeoning damage. When bloodied at 39 HP, the cloaker has the
following features.
BLUE SLAAD
Strength: Cloak of Darkness. While bloodied
When bloodied at 61 HP, the blue slaad has the and in darkness, the cloaker has resistance
following features. to nonmagical bludgeoning, piercing, and
slashing damage.
New Ability: Standing Leap. While bloodied, the
slaad’s long jump is up to 30 feet and its high jump Trigger Ability: Moan. When first bloodied, the
is up to 15 feet, with or without a running start. cloaker can use its Moan ability as a reaction.
Strength: Immunity Adaptation. While bloodied, COCKATRICE
the slaad chooses one damage type from acid, cold,
fire, lightning, and thunder at the start of each of When bloodied at 13 HP, the cockatrice has the
its turns (no action required). The slaad is immune following feature.
to the chosen damage type until the beginning
of its next turn. Trigger Ability: Cornered. When first bloodied,
the cockatrice can make a melee attack against a
Trigger Ability: Rush Attack. As a reaction creature within range as a reaction.
when first bloodied, the slaad can move up to its
speed and make one melee weapon attack without
provoking opportunity attacks.
STRIXHAVEN: A CURRICULUM OF CHAOS 19
COMMONER DJINNI
The commoner has no bloodied features. When bloodied at 80 HP, the djinni has the
following features.
CRAWLING CLAW
New Ability: Strong Winds. While bloodied,
The crawling claw has no bloodied features. the djinni exudes wild winds from its body. A
creature that ends its turn within 5 feet of the djinni
CROCODILE or enters the area for the first time must succeed
on a DC 17 Strength saving throw if it is holding
When bloodied at 9 HP, the crocodile has the something in its hand, like a weapon or an item. On
following feature. a failed save, the item is ripped from its hand and
flies 20 feet away in a random direction.
Trigger Ability: Cornered. When first bloodied,
the crocodile can make a melee attack against a Strength: Weapon Resistances. While bloodied,
creature within range as a reaction. the djinni is resistant to nonmagical bludgeoning,
piercing, and slashing damage.
DEATH SLAAD
Death Throes: Elemental Explosion. An
When bloodied at 85 HP, the death slaad has the elemental explosion creates a shockwave of energy.
following features. Each creature in a 10-foot radius of the djinni when
it dies must succeed on a DC 15 Dexterity saving
New Ability: Deathbringer. While bloodied, throw or take 16 (3d10) piercing damage.
deadly energy oozes from the slaad’s skin. Creatures
within 60 feet of the slaad have disadvantage on DRYAD
death saving throws. In addition, any creature that
is reduced to 0 hit points by the slaad automatically When bloodied at 11 HP, the dryad has the
fails one death saving throw. following features.
New Ability: Standing Leap (Slaad Form Only). Frailty: Fire Vulnerability. While bloodied, the
While bloodied, the slaad’s long jump is up to dryad is vulnerable to fire damage.
30 feet and its high jump is up to 15 feet, with or
without a running start. Trigger Ability: Fey Charm. When first
bloodied, the dryad can use its Fey Charm
Strength: Immunity Adaptation. While bloodied, action as a reaction.
the slaad chooses one damage type from acid, cold,
fire, lightning, and thunder at the start of each of DUODRONE
its turns (no action required). The slaad is immune
to the chosen damage type until the beginning When bloodied at 5 HP, the duodrone has the
of its next turn. following features.
Trigger Ability: Spellcasting. When first New Ability: Clockwork Tactics. While bloodied,
bloodied, the slaad can use its reaction to cast a the modron has advantage on an attack roll
spell that normally requires an action to cast. This against a creature if at least one other modron
reaction is limited to a spell the slaad can cast more is within 5 feet of the creature and the modron
than once per day. isn’t incapacitated.
Death Throes: Disintegration (Taken from
Stat Block). When the modron dies, its body
disintegrates into dust, leaving behind its weapons
and anything else it was carrying.
20 BLOODIED & BRUISED
ETTIN FLYING SWORD
When bloodied at 44 HP, the ettin has the When bloodied at 8 HP, the flying sword has the
following features. following feature.
Frailty: Worn Out. While bloodied, the ettin’s Death Throes: Arcane Boom. A small arcane
speed is lowered by 10 feet (to a minimum of 5 feet). explosion happens as the flying sword clatters to
the ground. Each creature in a 5-foot radius of the
New Ability: Argumentative/Attentive. While sword when it expires takes 2 (1d4) force damage.
bloodied, there’s a 50% chance at the beginning
of each round for the ettin to either become FROG
Argumentative or Attentive. If it becomes
Argumentative, it can’t take reactions that round The frog has no bloodied features.
as the heads start bickering with each other. If
it becomes Attentive, it can take two reactions GALEB DHUR
that round as the heads are looking out for
attack openings. When bloodied at 42 HP, the galeb duhr has the
following features.
FIRE SNAKE
New Ability: Hard as Rock. While bloodied, the
When bloodied at 11 HP, the fire snake has the galeb duhr can use its reaction to add 2 to its AC
following features. against one weapon attack that would hit it. To do
so, the galeb duhr must be able to see the attacker.
Trigger Ability: Cornered. When first bloodied,
the fire snake can make a melee attack against a Trigger Ability: Cornered. When first bloodied,
creature within range as a reaction. the galeb duhr can use its reaction to make a Slam
attack against a creature within range.
Death Throes: Elemental Explosion. An
elemental explosion creates a shockwave of energy. Death Throes: Elemental Explosion. An
Each creature in a 10-foot radius of the fire snake elemental explosion creates a shockwave of energy.
when it dies must succeed on a DC 15 Dexterity Each creature in a 10-foot radius of the galeb duhr
saving throw or take 5 (1d10) fire damage. when it dies must succeed on a DC 15 Dexterity
saving throw or take 5 (1d10) bludgeoning damage.
FLAMESKULL
GARGOYLE
When bloodied at 20 HP, the flameskull has the
following features. When bloodied at 26 HP, the gargoyle has the
following features.
Trigger Ability: Spitting Fire. As a reaction when
first bloodied, the flameskull can make one attack Trigger Ability: Fly Away. When first bloodied,
with its Fire Ray. the gargoyle can use its reaction to fly up to 30 feet
away without provoking opportunity attacks.
Death Throes: Elemental Explosion. An
elemental explosion creates a shockwave of energy. Death Throes: Elemental Explosion. An
Each creature in a 10-foot radius of the flameskull elemental explosion creates a shockwave of energy.
when it dies must succeed on a DC 15 Dexterity Each creature in a 10-foot radius of the gargoyle
saving throw or take 5 (1d10) fire damage. when it dies must succeed on a DC 15 Dexterity
saving throw or take 5 (1d10) bludgeoning damage.
STRIXHAVEN: A CURRICULUM OF CHAOS 21
GHAST GIANT ELK
When bloodied at 18 HP, the ghast has the When bloodied at 42 HP, the giant elk has the
following features. following features.
Strength: Increased Speed. While bloodied, the Frailty: Worn Out. While bloodied, the giant elk’s
ghast’s speed is 45 feet instead of 30 feet. speed is lowered by 10 feet (to a minimum of 5 feet).
Strength: Made It Angry. While bloodied, the Strength: Made It Angry. While bloodied,
ghast has advantage on saving throws against being the giant elk has advantage on saving throws
frightened, paralyzed, knocked prone, and stunned. against being charmed, frightened, knocked
prone, and stunned.
Trigger Ability: Cornered. When first bloodied,
the ghast can use its reaction to make an attack Trigger Ability: Run Away. When first bloodied,
against a creature within range. the giant elk can use its reaction to move up to its
speed without provoking opportunity attacks.
GIANT BOAR
GIANT FROG
When bloodied at 21 HP, the giant boar has the
following features. When bloodied at 9 HP, the giant frog has the
following feature.
Strength: Made It Angry. While bloodied,
the giant boar has advantage on saving throws Trigger Ability: Cornered. When first bloodied,
against being charmed, frightened, knocked the giant frog can make a melee attack against a
prone, and stunned. creature within range as a reaction.
Trigger Ability: Cornered. When first bloodied, GIANT RAT
the giant boar can make a melee attack against a
creature within range as a reaction. The giant rat has no bloodied features.
GIANT CROCODILE GIANT SCORPION
When bloodied at 42 HP, the giant crocodile has When bloodied at 26 HP, the giant scorpion has the
the following features. following features.
Frailty: Worn Out. While bloodied, the giant New Ability: Quick Sprint. While bloodied,
crocodile’s speed is lowered by 10 feet (to a the giant scorpion can take the Dash action as
minimum of 5 feet). a bonus action.
New Ability: Thrash. As an action while Strength: Made It Angry. While bloodied, the
bloodied, the giant crocodile can thrash a creature giant scorpion has advantage on saving throws
it has grappled, as long as the giant crocodile is against being charmed, frightened, knocked
in water. The grappled creature must make a DC prone, and stunned.
16 Strength saving throw. On a failure, it takes 11
(2d10) piercing damage and 11 (2d10) bludgeoning Trigger Ability: Cornered. When first bloodied,
damage, and the creature’s speed is halved until it the giant scorpion can make a melee attack against a
finishes a long rest. On a success, the creature takes creature within range as a reaction.
half as much damage and its speed isn’t halved.
Trigger Ability: Cornered. When first bloodied,
the giant crocodile can make a melee attack against
a creature within range as a reaction.
22 BLOODIED & BRUISED
GLADIATOR GRAY OOZE
When bloodied at 56 HP, the gladiator has the When bloodied at 11 HP, the gray ooze has the
following feature. following feature.
Frailty: Worn Out. While bloodied, the Strength: Bludgeoning Resistance. While
gladiator’s speed is lowered by 10 feet (to a bloodied, the gray ooze is resistant to
minimum of 15 feet). bludgeoning damage.
Strength: Made It Angry. While bloodied, GRAY SLAAD
the gladiator has advantage on saving throws
against being charmed, frightened, knocked When bloodied at 63 HP, the gray slaad has the
prone, and stunned. following features.
Trigger Ability: Cornered. When first bloodied, New Ability: Defender of Death. While bloodied,
the gladiator can make a melee attack against a the slaad has advantage on attack rolls against
creature within range as a reaction. creatures standing within 5 feet of another allied
slaad. If the allied slaad is a death slaad, its attacks
GORGON score a critical on a roll of 19 or 20.
When bloodied at 57 HP, the gorgon has the New Ability: Standing Leap (Slaad Form Only).
following features. While bloodied, the slaad’s long jump is up to
30 feet and its high jump is up to 15 feet, with or
Ability Recharge: Petrifying Breath. When without a running start.
first bloodied, the golem’s Petrifying Breath
ability is recharged. Strength: Immunity Adaptation. While bloodied,
the slaad chooses one damage type from acid, cold,
Strength: Made It Angry. While bloodied, fire, lightning, and thunder at the start of each of
the gorgon has advantage on saving throws its turns (no action required). The slaad is immune
against being charmed, frightened, knocked to the chosen damage type until the beginning
prone, and stunned. of its next turn.
Trigger Ability: Cornered. When first bloodied, Trigger Ability: Spellcasting. When first
the gorgon can make a melee attack against a bloodied, the slaad can use its reaction to cast a
creature within range as a reaction. spell that normally requires an action to cast. This
reaction is limited to a spell the slaad can cast more
Death Throes: Petrifying Gas Cloud. Green gas than once per day.
bursts out of the gorgon’s nose, ears, and mouth
upon death. Each creature in a 10-foot radius
of the gorgon when it dies must make a DC 13
Constitution saving throw. On a failed save, a
target begins to turn to stone and is restrained. The
restrained target must repeat the saving throw at the
end of its next turn. On a success, the effect ends on
the target. On a failure, the target is petrified until
freed by the greater restoration spell or other magic.
STRIXHAVEN: A CURRICULUM OF CHAOS 23
GREEN HAG GRICK ALPHA
When bloodied at 41 HP, the green hag has the When bloodied at 37 HP, the grick alpha has the
following features. following features.
New Ability: Tempting Invitation. As a bonus New Ability: Ambush Predator. While bloodied,
action while bloodied, the hag can target one the grick can take the Hide action as a bonus action
creature it can see within 30 feet and invite it to and has advantage on Dexterity (Stealth) checks.
join the hag’s side. The creature must succeed on a
DC 12 Charisma saving throw or be charmed by Strength: Made It Angry. While bloodied, the
the hag for 1 minute. While charmed, the creature grick has advantage on saving throws against being
will not aid any creature attempting to harm the charmed, frightened, knocked prone, and stunned.
hag. The hag can only have one creature charmed in
this way at a time. The charmed creature can repeat Trigger Ability: Cornered. When first bloodied,
the saving throw at the end of each of its turns, the grick can make a melee attack against a creature
ending the effect on a success. Once a creature has within range as a reaction.
succeeded on its saving throw, it is immune to the
hag’s Tempting Invitation for 24 hours. HELMED HORROR
Trigger Ability: Spellcasting. When first bloodied, When bloodied at 30 HP, the helmed horror has
the hag can use its reaction to cast a spell that the following features.
normally requires an action to cast.
Frailty: Malfunction. While bloodied, the helmed
GREEN SLAAD horror doesn’t work as optimally. Its speed is
lowered by 5 feet (to a minimum of 10 feet) and it
When bloodied at 63 HP, the green slaad has the cannot take reactions.
following features.
New Ability: Magic Negation. While bloodied,
New Ability: Standing Leap (Slaad Form Only). the helmed horror ignores all damage resistances
While bloodied, the slaad’s long jump is up to and benefits to AC granted by spells or magic items
30 feet and its high jump is up to 15 feet, with or when making attacks.
without a running start.
HYDRA
Strength: Immunity Adaptation. While bloodied,
the slaad chooses one damage type from acid, cold, When bloodied at 37 HP, the hydra has the
fire, lightning, and thunder at the start of each of following features.
its turns (no action required). The slaad is immune
to the chosen damage type until the beginning Frailty: Worn Out. While bloodied, the hydra’s
of its next turn. speed is lowered by 10 feet (to a minimum of 5 feet).
Trigger Ability: Spellcasting. When first Strength: Made It Angry. While bloodied, the
bloodied, the slaad can use its reaction to cast a hydra has advantage on saving throws against being
spell that normally requires an action to cast. This charmed, frightened, knocked prone, and stunned.
reaction is limited to a spell the slaad can cast more
than once per day. Trigger Ability: Cornered. When first bloodied,
the hydra can use its reaction to make an attack
against a creature within range. The hydra can use
this ability as many times as it has heads, provided it
has the available reactions.
24 BLOODIED & BRUISED
INVISIBLE STALKER MUD MEPHIT
When bloodied at 52 HP, the invisible stalker has When bloodied at 13 HP, the mud mephit has the
the following features. following features.
New Ability: Constrict. While bloodied, the Ability Recharge: Mud Breath. When
invisible stalker gains a new attack action with first bloodied, the mephit’s Mud Breath
the following details: Melee Weapon Attack: +6 ability is recharged.
to hit, reach 5 ft., one creature. Hit: 24 (6d6 + 3)
bludgeoning damage. If the target is Medium or New Ability: Slippery. While bloodied, the
smaller, it is grappled (escape DC 15) and pulled 5 mephit has advantage on ability checks and saving
feet toward the invisible stalker. Until this grapple throws made to resist being grappled or restrained.
ends, the target is restrained and the invisible
stalker can’t constrict another target. Death Throes: Death Burst (Taken from Stat
Block). When the mephit dies, it explodes in a
Death Throes: Elemental Explosion. An burst of sticky mud. Each Medium or smaller
elemental explosion creates a shockwave of creature within 5 feet of it must succeed on a DC
energy. Each creature in a 10-foot radius of the 11 Dexterity saving throw or be restrained until the
invisible stalker when it dies must succeed on a end of the creature’s next turn.
DC 15 Dexterity saving throw or take 5 (1d10)
piercing damage. NEEDLE BLIGHT
LIZARDFOLK SHAMAN When bloodied at 5 HP, the needle blight has the
following feature.
When bloodied at 13 HP, the lizardfolk shaman has
the following features. Strength: Hardened Bark. While bloodied, the
needle blight’s body hardens, increasing its AC by 2.
Strength: Hardened Hide. While bloodied, the
lizardfolk’s body hardens, increasing its AC by 1. OCHRE JELLY
Trigger Ability: Spellcasting. When first bloodied, When bloodied at 22 HP, the ochre jelly has the
the lizardfolk can use its reaction to cast a spell that following feature.
normally requires an action to cast. This reaction is
limited to spells the lizardfolk can cast at will. Strength: Bludgeoning Resistance. While
bloodied, the ochre jelly is resistant to
MAGE bludgeoning damage.
When bloodied at 20 HP, the mage has the
following feature.
New Ability: Cast Attack. While bloodied, if the
mage uses an action to cast a spell, it can make a
melee attack as a bonus action.
STRIXHAVEN: A CURRICULUM OF CHAOS 25
ONI OWLBEAR
When bloodied at 55 HP, the oni has the When bloodied at 29 HP, the owlbear has the
following features. following features.
New Ability: At Home in the Dark. While New Ability: Pack Tactics. While bloodied,
bloodied, the oni has advantage on the first attack the owlbear has advantage on an attack roll
roll it makes each turn, as long as both the oni and against a creature if at least one of the owlbear’s
the target of its attack are in darkness. allies is within 5 feet of the creature and the ally
isn’t incapacitated.
Strength: Superior Darkvision. While bloodied,
the oni’s darkvision has a range of 120 feet instead Strength: Made It Angry. While bloodied,
of 60 feet, and magical darkness does not impede the owlbear has advantage on saving throws
the oni’s darkvision as long as the magical darkness against being charmed, frightened, knocked
originates from the oni itself. prone, and stunned.
Trigger Ability: Spellcasting. When first bloodied, Trigger Ability: Cornered. When first bloodied,
the oni can use its reaction to cast a spell that the owlbear can make a melee attack against a
normally requires an action to cast. This reaction is creature within range as a reaction.
limited to spells the oni can cast at will.
PERYTON
OTYUGH
When bloodied at 16 HP, the peryton has the
When bloodied at 57 HP, the otyugh has the following features.
following features.
New Ability: Hungry for Humanoid Flesh.
New Ability: Foul Stench. While bloodied, a foul While bloodied, the peryton has advantage on
stench of rot and decay wafts from the otyugh. Each attack rolls against humanoids, and weapon attacks
creature that starts its turn within 10 feet of the made against humanoids score a critical hit on a
otyugh or enters the area for the first time on a turn roll of 19 or 20.
must make a DC 15 Constitution saving throw. On
a failed save, the creature is poisoned. The creature Trigger Ability: Fly Away. When first bloodied,
can repeat its saving throw at the end of each of its the peryton can use its reaction to fly up to 20 feet
turns, ending the effect on a success. This save is away without provoking opportunity attacks.
made with advantage if the creature is further than
10 feet away from the otyugh. PTERANODON
Strength: Made It Angry. While bloodied, When bloodied at 6 HP, the pteranodon has the
the otyugh has advantage on saving throws following feature.
against being charmed, frightened, knocked
prone, and stunned. Frailty: Worn Out. While bloodied, the
pteranodon’s speed is lowered by 20 feet (to a
Trigger Ability: Cornered. When first bloodied, minimum of 5 feet).
the otyugh can make a melee attack against a
creature within range as a reaction.
26 BLOODIED & BRUISED
QUADRONE RUG OF SMOTHERING
When bloodied at 11 HP, the quadrone has the When bloodied at 16 HP, the rug of smothering has
following features. the following features.
New Ability: Clockwork Tactics. While bloodied, Trigger Ability: Squeeze. When first bloodied,
the modron has advantage on an attack roll the rug of smothering can squeeze a creature it is
against a creature if at least one other modron currently smothering as a reaction. The smothered
is within 5 feet of the creature and the modron creature takes 2d6 bludgeoning damage.
isn’t incapacitated.
Death Throes: Arcane Boom. A small arcane
Trigger Ability: Tactical Retreat. When first explosion happens as the rug of smothering falls to
bloodied, the modron can use its reaction to move the ground. Each creature in a 5-foot radius of the
up to its speed without provoking opportunity sword when it expires takes 2 (1d4) force damage.
attacks. It then makes one attack with its shortbow.
SHADOW DEMON
Death Throes: Disintegration (Taken from
Stat Block). When the modron dies, its body When bloodied at 33 HP, the shadow demon has
disintegrates into dust, leaving behind its weapons the following features.
and anything else it was carrying.
Frailty: Torn Shape. While bloodied, the shadow
RED SLAAD demon’s speed is lowered by 10 feet (to a minimum
of 5 feet) and its AC is lowered by 1.
When bloodied at 46 HP, the red slaad has the
following features. New Ability: Darkness. While bloodied, the
shadow demon can cast the spell darkness at will.
New Ability: Standing Leap. While bloodied, the
slaad’s long jump is up to 30 feet and its high jump SHAMBLING MOUND
is up to 15 feet, with or without a running start.
When bloodied at 68 HP, the shambling mound has
Strength: Immunity Adaptation. While bloodied, the following features.
the slaad chooses one damage type from acid, cold,
fire, lightning, and thunder at the start of each of Strength: One with Nature. While bloodied, the
its turns (no action required). The slaad is immune shambling mound ignores difficult terrain caused
to the chosen damage type until the beginning by plants such as vines, tall grass, and branches.
of its next turn.
Strength: Weapon Reach. While bloodied,
Trigger Ability: Cornered. When first bloodied, the shambling mound’s arms are extended. The
the slaad can make a melee attack against a creature shambling mound’s Slam attack now has a reach of
within range as a reaction. 10 feet instead of 5 feet.
Death Throes: Rapid Overgrowth. The shambling
mound’s body withers away and thick vines grow
from its body. The area within 5 feet of where the
shambling mound dies is overgrown with plants
and becomes difficult terrain.
STRIXHAVEN: A CURRICULUM OF CHAOS 27
SHIELD GUARDIAN STEAM MEPHIT
When bloodied at 71 HP, the shield guardian has When bloodied at 10 HP, the steam mephit has the
the following features. following features.
Frailty: Malfunction. While bloodied, the shield Ability Recharge: Steam Breath. When
guardian doesn’t work as optimally. Its speed is first bloodied, the mephit’s Steam Breath
lowered by 5 feet (to a minimum of 10 feet) and it ability is recharged.
cannot take reactions.
Strength: Steamy Form. While bloodied, the
New Ability: Improved Shield. While mephit appears hazy due to its steamy form,
bloodied, the shield guardian’s Shield doesn’t increasing its AC by 2.
expend its reaction.
Death Throes: Death Burst (Taken from Stat
Death Throes: Arcane Boom. A small arcane Block). When the mephit dies, it explodes in a
explosion happens as the shield guardian falls cloud of steam. Each creature within 5 feet of the
to the ground. Each creature in a 10-foot radius mephit must succeed on a DC 10 Dexterity saving
of the shield guardian when it expires takes 12 throw or take 4 (1d8) fire damage.
(5d4) force damage.
STIRGE
SHRIEKER
The stirge has no bloodied features.
When bloodied at 6 HP, the shrieker has the
following feature. SWARM OF POISONOUS SNAKES
New Ability: Potent Shrieking. While bloodied, When it dies, the swarm of poisonous snakes has
the shrieker is louder. A creature who ends its the following feature.
turn within 10 feet of the shrieker takes 1 thunder
damage from the deafening noise. Death Throes: Scatter! The few remaining critters
run away from the fight when the swarm dies. 2d4
SPECTATOR poisonous snakes rush out of the swarm, moving
up to their speed without provoking opportunity
When bloodied at 19 HP, the spectator has the attacks and fleeing combat.
following feature.
Trigger Ability: Eye Ray. When first bloodied, the
spectator can shoot one random magical eye ray
as a reaction.
28 BLOODIED & BRUISED
TREANT TROLL
When bloodied at 69 HP, the treant has the When bloodied at 42 HP, the troll has the
following features. following features.
Frailty: Worn Out. While bloodied, the treant’s Frailty: Fear of Fire. While bloodied, whenever
speed is lowered by 10 feet (to a minimum of 5 feet). the troll takes fire damage, it must succeed on a DC
10 Wisdom saving throw or become frightened of
Strength: Hardened Bark. While bloodied, the the source of the fire until the end of its next turn.
treant’s body hardens, increasing its AC by 1.
Strength: Made It Angry. While bloodied,
Death Throes: Timber. The treant falls in a the troll has advantage on saving throws against
random direction, provided it isn’t prone. Roll a being charmed, frightened, knocked prone, and
d8 to determine which direction the treant falls stunned. This strength does not grant advantage
when it dies. The area where it lands becomes on saving throws originating from the troll’s Fear
difficult terrain, and the treant takes up a 15-foot of Fire frailty.
square of space.
Trigger Ability: Cornered. When first bloodied,
Each creature standing in the area must make the troll can make a melee attack against a creature
a DC 15 Dexterity saving throw. On a failed save, within range as a reaction.
the dead treant lands on the creature. The creature
takes 17 (5d6) bludgeoning damage, is knocked VIOLET FUNGUS
prone, and is restrained under the treant’s trunk.
The creature must use an action and 10 feet of When bloodied at 9 HP, the violet fungus has the
movement on its turn to make a DC 17 Strength following feature.
(Athletics) check, freeing itself from beneath the
treant’s trunk on a success. New Ability: Longer Tendrils. While bloodied,
the reach of the violet fungus’s tendril is extended.
If a creature succeeds on the Dexterity saving The violet fungus’s Rotting Touch attack now has a
throw, it takes no damage, isn’t knocked prone, reach of 15 feet instead of 10 feet.
and is pushed 5 feet out of the treant‘s space into
an unoccupied space of the creature’s choice. A VROCK
creature that cannot move or chooses not to move
suffers the consequences of a failed saving throw. When bloodied at 52 HP, the vrock has the
following features.
Ability Recharge: Spores. When first bloodied,
the vrock’s Spores ability is recharged.
New Ability: Reckless. While bloodied, at the
start of its turn, the vrock can gain advantage on all
melee weapon attack rolls it makes during that turn,
but attack rolls against it have advantage until the
start of its next turn.
Trigger Ability: Fly Away. When first bloodied,
the vrock can use its reaction to fly up to 30 feet
away without provoking opportunity attacks.
STRIXHAVEN: A CURRICULUM OF CHAOS 29
WATER WEIRD WORG
When bloodied at 29 HP, the water weird has the When bloodied at 13 HP, the worg has the
following features. following features.
New Ability: Crush. While bloodied, the water Strength: Made It Angry. While bloodied, the
weird gains a new attack action with the following worg has advantage on saving throws against being
details: Melee Weapon Attack: +5 to hit, reach 5 charmed, frightened, knocked prone, and stunned.
ft., one creature it has grappled. Hit: 21 (4d8 + 3)
bludgeoning damage. Trigger Ability: Cornered. When first bloodied,
the worg can make a melee attack against a creature
Death Throes: Elemental Explosion. An within range as a reaction.
elemental explosion creates a shockwave of energy.
Each creature in a 10-foot radius of the water weird WRAITH
when it dies must succeed on a DC 15 Dexterity
saving throw or take 5 (1d10) cold damage. When bloodied at 33 HP, the wraith has the
following features.
WIGHT
Frailty: Torn Shape. While bloodied, the wraith’s
When bloodied at 22 HP, the wight has the speed is lowered by 10 feet (to a minimum of 5 feet)
following features. and its AC is lowered by 1.
Frailty: Chipped Armor. While bloodied, the Trigger Ability: Spirit Dash. When first bloodied,
wight’s AC is lowered by 1. the wraith can use its reaction to move up to its
speed without provoking opportunity attacks.
New Ability: Riposte. While bloodied, if a
creature misses the wight with a melee attack, it Death Throes: Death’s Embrace. A cold wind
can use its reaction to make a melee weapon attack gusts out from where the wraith was, engulfing
against the creature. everyone nearby in a mournful embrace. Creatures
within 10 feet of the wraith when it dies must
Trigger Ability: Tactical Retreat. When first succeed on a DC 14 Wisdom saving throw or gain 1
bloodied, the wight can use its reaction to move up level of exhaustion.
to its speed without provoking opportunity attacks.
It then makes one attack with its longbow.
30 BLOODIED & BRUISED