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Published by uygufguuydadsdas, 2022-08-21 05:00:01

bloodied and brusied moedenkainen

bloodied and brusied moedenkainen

MORDENKAINEN’S TOME OF FOES 1

ALSO BY ANNE GREGERSEN

CREDITS

Writing and Graphic Design: Anne Gregersen
Editing: E.R.F. Jordan

Cover Illustrator: Warmtail
Interior Illustrator: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by

Anne Gregersen and published under the Community Content Agreement for Dungeon Masters Guild.

2 BLOODIED & BRUISED

TABLE OF CONTENTS

BLOODIED & BRUISED Archdevils �����������������������������������������������������15 Meazel �����������������������������������������������������������24
Bael ��������������������������������������������������������������� 15 Nagpa ������������������������������������������������������������25
The Bloodied Condition �������������������������������4 Geryon ���������������������������������������������������������� 16 Nightwalker ��������������������������������������������������25
Bloodied Abilities ����������������������������������������� 5 Hutijin ���������������������������������������������������������� 16 Oblex �������������������������������������������������������������25
Moloch ��������������������������������������������������������� 16
Death Throes ��������������������������������������������������5 Titivilus �������������������������������������������������������� 17 Oblex Spawn ������������������������������������������������ 25
Zariel ������������������������������������������������������������ 17 Adult Oblex ������������������������������������������������� 25
CREATURE ENTRIES Elder Oblex �������������������������������������������������� 25
Drow ��������������������������������������������������������������17 Ogres �������������������������������������������������������������26
Allip ����������������������������������������������������������������� 6 Drow Arachnomancer ������������������������������� 17 Ogre Battering Ram ������������������������������������ 26
Astral Dreadnought ��������������������������������������6 Drow Favored Consort ������������������������������� 17 Ogre Bolt Launcher ������������������������������������ 26
Balhannoth ����������������������������������������������������� 6 Drow House Captain ���������������������������������� 17 Ogre Chain Brute ���������������������������������������� 26
Berbalang �������������������������������������������������������� 6 Drow Inquisitor ������������������������������������������� 18 Ogre Howdah ���������������������������������������������� 26
Boneclaw ��������������������������������������������������������� 7 Drow Matron Mother ��������������������������������� 18 Retriever �������������������������������������������������������26
Cadaver Collector ������������������������������������������7 Drow Shadowblade ������������������������������������� 18 Salamander, Frost ����������������������������������������26
Choker ������������������������������������������������������������ 7 Shadar-kai �����������������������������������������������������27
Clockworks ����������������������������������������������������� 7 Duergar ���������������������������������������������������������18 Gloom Weaver ��������������������������������������������� 27
Duergar Despot ������������������������������������������� 18 Shadow Dancer ������������������������������������������� 27
Bronze Scout �������������������������������������������������� 7 Duergar Hammerer ������������������������������������ 18 Soul Monger ������������������������������������������������ 27
Iron Cobra ����������������������������������������������������� 7 Duergar Kavalrachni ���������������������������������� 18 Skulk ��������������������������������������������������������������27
Oaken Bolter ������������������������������������������������� 8 Duergar Mind Master �������������������������������� 18 Skull Lord �����������������������������������������������������27
Stone Defender ���������������������������������������������� 8 Duergar Screamer ��������������������������������������� 19 Sorrowsworn ������������������������������������������������27
Corpse Flower ������������������������������������������������8 Duergar Soulblade �������������������������������������� 19 The Angry ���������������������������������������������������� 27
Deathlock ������������������������������������������������������� 8 Duergar Stone Guard ��������������������������������� 19 The Hungry �������������������������������������������������� 27
Deathlock ������������������������������������������������������� 8 Duergar Warlord ����������������������������������������� 19 The Lonely ��������������������������������������������������� 28
Deathlock Mastermind �������������������������������� 8 Duergar Xarrorn ����������������������������������������� 19 The Lost �������������������������������������������������������� 28
Deathlock Wight ������������������������������������������� 9 The Wretched ��������������������������������������������� 28
Demons ����������������������������������������������������������� 9 Eidolon ����������������������������������������������������������19 Star Spawn ����������������������������������������������������28
Alkilith ����������������������������������������������������������� 9 Eidolon ��������������������������������������������������������� 19 Star Spawn Grue ����������������������������������������� 28
Armanite �������������������������������������������������������� 9 Sacred Statue ������������������������������������������������ 19 Star Spawn Hulk ������������������������������������������ 28
Bulezau ����������������������������������������������������������� 9 Star Spawn Lava Mage �������������������������������� 28
Dybbuk ����������������������������������������������������������� 9 Eladrin ����������������������������������������������������������20 Star Spawn Mangler ������������������������������������ 29
Maurezhi �������������������������������������������������������� 9 Autumn Eladrin ������������������������������������������ 20 Star Spawn Seer ������������������������������������������� 29
Molydeus ������������������������������������������������������ 10 Spring Eladrin ��������������������������������������������� 20 Steeders ���������������������������������������������������������29
Nabassu �������������������������������������������������������� 10 Summer Eladrin ������������������������������������������ 20 Female Steeder �������������������������������������������� 29
Rutterkin ������������������������������������������������������ 10 Winter Eladrin �������������������������������������������� 20 Male Steeder ������������������������������������������������ 29
Abyssal Wretch �������������������������������������������� 10 Steel Predator �����������������������������������������������29
Sibriex ����������������������������������������������������������� 10 Elder Elementals ������������������������������������������20 Stone Cursed ������������������������������������������������30
Wastrilith ����������������������������������������������������� 10 Leviathan ������������������������������������������������������ 20 Sword Wraith �����������������������������������������������30
Demon Lords �����������������������������������������������11 Phoenix �������������������������������������������������������� 21 Sword Wraith Commander ����������������������� 30
Baphomet ����������������������������������������������������� 11 Elder Tempest ���������������������������������������������� 21 Sword Wraith Warrior �������������������������������� 30
Demogorgon ������������������������������������������������ 11 Zaratan ��������������������������������������������������������� 21 Tortles �����������������������������������������������������������30
Fraz-Urb’luu ������������������������������������������������ 11 Tortle ������������������������������������������������������������ 30
Graz’zt ����������������������������������������������������������� 12 Elemental Myrmidons ��������������������������������22 Tortle Druid ������������������������������������������������� 30
Juiblex ����������������������������������������������������������� 12 Air Elemental Myrmidon �������������������������� 22 Trolls ��������������������������������������������������������������30
Orcus ������������������������������������������������������������ 12 Earth Elemental Myrmidon ���������������������� 22 Dire Troll ������������������������������������������������������ 30
Yeenoghu ������������������������������������������������������ 13 Fire Elemental Myrmidon ������������������������� 22 Rot Troll ������������������������������������������������������� 31
Zuggtmoy ����������������������������������������������������� 13 Water Elemental Myrmidon ���������������������� 22 Spirit Troll ���������������������������������������������������� 31
Derro �������������������������������������������������������������13 Venom Troll ������������������������������������������������� 31
Derro ������������������������������������������������������������ 13 Giff �����������������������������������������������������������������23 Vampiric Mist ����������������������������������������������31
Derro Savant ������������������������������������������������ 13 Gith ����������������������������������������������������������������23 Yugoloths ������������������������������������������������������31
Devils ������������������������������������������������������������13 Canoloth ������������������������������������������������������ 31
Black Abishai ����������������������������������������������� 13 Githyanki Gish �������������������������������������������� 23 Dhergoloth ��������������������������������������������������� 31
Blue Abishai ������������������������������������������������� 14 Githyanki Kith’rak �������������������������������������� 23 Hydroloth ����������������������������������������������������� 32
Green Abishai ���������������������������������������������� 14 Githyanki Supreme Commander �������������� 23 Merrenoloth ������������������������������������������������� 32
Red Abishai �������������������������������������������������� 14 Githzerai Anarch ����������������������������������������� 23 Oinoloth ������������������������������������������������������� 32
White Abishai ���������������������������������������������� 14 Githzerai Enlightened �������������������������������� 23 Yagnoloth ����������������������������������������������������� 32
Amnizu ��������������������������������������������������������� 14 Gray Render �������������������������������������������������24
Hellfire Engine �������������������������������������������� 15 Howler ����������������������������������������������������������24
Merregon ������������������������������������������������������ 15 Kruthiks ��������������������������������������������������������24
Narzugon ����������������������������������������������������� 15 Young Kruthik ��������������������������������������������� 24
Nupperibo ���������������������������������������������������� 15 Adult Kruthik ���������������������������������������������� 24
Orthon ���������������������������������������������������������� 15 Kruthik Hive Lord �������������������������������������� 24
Marut ������������������������������������������������������������24

MORDENKAINEN’S TOME OF FOES 3

BLOODIED & BRUISED

MORDENKAINEN’S TOME OF FOES

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 Mordenkainen’s Tome • While Bloodied… Traits that have this or
of Foes 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 or Made It Angry strength, as meant to make the defeat of an enemy stand out
defined by this document. See the gray render as it makes a final show of defiance when slain. It’s
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 phoenix, 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.

MORDENKAINEN’S TOME OF FOES 5

CREATURE ENTRIES

ALLIP of it expands and empties. Creatures within 150
feet of the astral dreadnought must make a DC 19
When bloodied at 20 HP, the allip has the Dexterity saving throw. On a failed save, a creature
following features. takes 25 (10d4) piercing damage plus 14 (4d6)
force damage, and is pushed back 30 feet by bones,
Ability Recharge: Howling Babble. When broken weapons, and other expelled debris. On
first bloodied, the allip’s Howling Babble ability is a successful save, a creature takes half as much
recharged. damage and isn’t pushed.

Frailty: Torn Shape. While bloodied, the allip’s BALHANNOTH
speed is lowered by 10 feet (to a minimum of 5 feet)
and its AC is lowered by 1. When bloodied at 57 HP, the balhannoth has the
following features.
Death Throes: Death’s Embrace. A cold
wind gusts out from where the allip was, engulfing Ability Recharge: Legendary Actions. When
everyone nearby in a chilly embrace. Creatures first bloodied, the balhannoth regains all expended
within 10 feet of the allip when it dies must succeed uses of its legendary actions.
on a DC 14 Wisdom saving throw or gain 1 level of
exhaustion. Strength: Made It Angry. While bloodied,
the balhannoth has advantage on saving throws
ASTRAL DREADNOUGHT against being charmed, frightened, knocked prone,
and stunned.
When bloodied at 148 HP, the astral dreadnought
has the following features. Strength: Tighter Grasp. While bloodied,
creatures grappled by the balhannoth have
Ability Recharge: Legendary Actions. When disadvantage on checks made to escape its grasp.
first bloodied, the astral dreadnought regains all
expended uses of its legendary actions. BERBALANG

New Ability: Trained Eye. As a bonus action When bloodied at 19 HP, the berbalang has the
while bloodied, the astral dreadnought can keep following features.
its eye on a character of its choice that it can see
within 120 feet of it until the beginning of the astral Strength: Strong Mind. While bloodied, the
dreadnought’s next turn. The astral dreadnought berbalang has advantage on Intelligence, Wisdom,
keeps its central eye, and thereby its Antimagic and Charisma saving throws.
Cone, on the chosen creature throughout the round,
turning its body as the creature moves and letting Trigger Ability: Fly Away. When first bloodied,
its gaze follow it. The astral dreadnought can choose the berbalaong can use its reaction to fly up to 40
to end this ability early (no action required). feet away without provoking opportunity attacks.

Death Throes: Demiplanar Expulsion. When
the astral dreadnought dies, the demiplane inside

6 BLOODIED & BRUISED

BONECLAW CLOCKWORKS

When bloodied at 63 HP, the boneclaw has the BRONZE SCOUT
following features.
When bloodied at 9 HP, the bronze scout has the
Strength: Improved Shadow Jump. While following features.
bloodied, the boneclaw can make one Piercing
Claw attack as a bonus action after using its Shadow Frailty: Malfunction. While bloodied, the
Jump action. clockwork doesn’t work as optimally. Its speed is
lowered by 5 feet (to a minimum of 10 feet) and it
Strength/Frailty: Of Darkness. While bloodied cannot take reactions.
and in dim light or darkness, the boneclaw’s AC
increases by 2. However, while bloodied and in Death Throes: Arcane Boom. A small arcane
bright light, the boneclaw’s AC decreases by 2. explosion happens as the clockwork ceases to
function. Each creature in a 10-foot radius of
CADAVER COLLECTOR the clockwork when it expires takes 5 (2d4)
force damage.
When bloodied at 94 HP, the cadaver collector has
the following features. IRON COBRA

Ability Recharge: Paralyzing Breath. When When bloodied at 22 HP, the iron cobra has the
first bloodied, the cadaver collector’s Paralyzing following features.
Breath ability is recharged.
Frailty: Malfunction. While bloodied, the
New Ability: Roll of Death (Recharge 5-6). clockwork doesn’t work as optimally. Its speed is
As an action while bloodied, the cadaver collector lowered by 5 feet (to a minimum of 10 feet) and it
rolls forward in a straight line. The line is 30 feet cannot take reactions.
long and 10 feet wide. Each creature in the area
must make a DC 18 Dexterity saving throw, taking New Ability: Slippery. While bloodied, the
22 (4d10) piercing damage plus 16 (3d10) necrotic clockwork has advantage on ability checks and
damage on a failed save, or half as much damage on saving throws made to resist being grappled or
a successful save. If any Medium or smaller creature restrained.
in the line fails the save by 5 or more, it is also
grappled and restrained by the cadaver collector Death Throes: Arcane Boom. A small arcane
(escape DC 18) as it is pierced by the spikes on its explosion happens as the clockwork ceases to
back. The cadaver collector can grapple up to six function. Each creature in a 10-foot radius of
Medium or smaller creatures on its back at once. the clockwork when it expires takes 12 (5d4)
force damage.
CHOKER

When bloodied at 6 HP, the choker has the
following feature.

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

MORDENKAINEN’S TOME OF FOES 7

OAKEN BOLTER DEATHLOCK

When bloodied at 29 HP, the oaken bolter has the DEATHLOCK
following features.
When bloodied at 18 HP, the deathlock has the
Ability Recharge: Explosive Bolt. When first following features.
bloodied, the clockwork’s Explosive Bolt ability is
recharged. Trigger Ability: Spellcasting. When first
bloodied, the deathlock can use its reaction to cast
Frailty: Malfunction. While bloodied, the a spell that normally requires an action to cast.
clockwork doesn’t work as optimally. Its speed is This reaction is limited to spells the deathlock can
lowered by 5 feet (to a minimum of 10 feet) and it cast at will.
cannot take reactions.
Death Throes: Everlasting Service. When the
Death Throes: Arcane Boom. A small arcane deathlock dies, its patron forces it to return to life
explosion happens as the clockwork ceases to and stay in service. The deathlock makes a DC 10
function. Each creature in a 10-foot radius of Constitution saving throw. On a successful save,
the clockwork when it expires takes 12 (5d4) the deathlock remains alive with 1 hit point. Every
force damage. time the deathlock repeats this save after the first,
the DC increases by 5. The DC resets to 10 after the
STONE DEFENDER deathlock finishes a long rest.

When bloodied at 26 HP, the stone defender has DEATHLOCK MASTERMIND
the following features.
When bloodied at 55 HP, the deathlock
Frailty: Malfunction. While bloodied, the mastermind has the following features.
clockwork doesn’t work as optimally. Its speed is
lowered by 5 feet (to a minimum of 10 feet) and it New Ability: Cast Attack. While bloodied, if the
cannot take reactions. deathlock uses an action to cast a spell, it can make
a melee attack with disadvantage as a bonus action.
New Ability: Battle Presence. While bloodied,
the clockwork can take two reactions each round. Trigger Ability: Spellcasting. When first
bloodied, the deathlock can use its reaction to cast
Death Throes: Arcane Boom. A small arcane a spell that normally requires an action to cast.
explosion happens as the clockwork ceases to This reaction is limited to spells the deathlock can
function. Each creature in a 10-foot radius of cast at will.
the clockwork when it expires takes 12 (5d4)
force damage. Death Throes: Everlasting Service. When the
deathlock dies, its patron forces it to return to life
CORPSE FLOWER and stay in service. The deathlock makes a DC 10
Constitution saving throw. On a successful save,
When bloodied at 63 HP, the corpse flower has the the deathlock remains alive with 1 hit point. Every
following features. time the deathlock repeats this save after the first,
the DC increases by 5. The DC resets to 10 after the
Strength: Improved Harvest the Dead. While deathlock finishes a long rest.
bloodied, the corpse flower can use its Harvest the
Dead action as a bonus action.

New Ability: Undead Enhancement. While
bloodied, undead creatures within 10 feet of the
corpse flower have advantage on attack rolls and
saving throws.

Death Throes: Rapid Overgrowth. The corpse
flower body withers away and thick vines grow
from its body. The area within 5 feet of where the
corpse flower dies is overgrown with plants and
becomes difficult terrain.

8 BLOODIED & BRUISED

DEATHLOCK WIGHT BULEZAU

When bloodied at 18 HP, the deathlock wight has When bloodied at 26 HP, the bulezau has the
the following features. following features.

Trigger Ability: Life Drain. When first Strength: Improved Sure-Footed. While
bloodied, the deathlock can use its Life Drain action bloodied, the bulezau automatically succeeds on
as a reaction. Strength and Dexterity saving throws made against
effects that would knock it prone.
Death Throes: Everlasting Service. When the
deathlock dies, its patron forces it to return to life Strength: Sickness Driven. While bloodied,
and stay in service. The deathlock makes a DC 10 the bulezau has advantage on attack rolls against
Constitution saving throw. On a successful save, creatures that are poisoned by the bulezau.
the deathlock remains alive with 1 hit point. Every
time the deathlock repeats this save after the first, DYBBUK
the DC increases by 5. The DC resets to 10 after the
deathlock finishes a long rest. When bloodied at 18 HP, the dybbuk has the
following features.
DEMONS
Ability Recharge: Possess Corpse. When first
ALKILITH bloodied, the dybbuk’s Possess Corpse ability is
recharged.
When bloodied at 78 HP, the alkilith has the
following features. Trigger Ability: Spellcasting. When first
bloodied, the dybbuk can use its reaction to cast
New Ability: Abyssal Spores. While bloodied, a spell that normally requires an action to cast.
the alkilith continuously produces a thin mist of This reaction is limited to spells the dybbuk can
spores from its body. Any non-demon that starts its cast at will.
turn within 5 feet of the alkilith must succeed on a
DC 18 Constitution saving throw or be poisoned MAUREZHI
until the end of its next turn. On a successful save,
the creature is immune to the alkilith’s Abyssal When bloodied at 44 HP, the maurezhi has the
Spores for 24 hours. following features.

New Ability: Spider Climb. While bloodied, Ability Recharge: Raise Ghoul. When first
the alkilith can climb difficult surfaces, including bloodied, the maurezhi’s Raise Ghoul ability is
upside down on ceilings, without needing to make recharged.
an ability check.
New Ability: Master of Ghouls. While bloodied,
ARMANITE the maurezhi has advantage on attack rolls if
there is an allied ghoul or ghast within 5 feet of
When bloodied at 42 HP, the armanite has the the maurezhi, and the allied ghoul or ghast isn’t
following features. incapacitated.

Ability Recharge: Lightning Lance. When first
bloodied, the armanite’s Lightning Lance ability is
recharged.

New Ability: Trampling Charge. While
bloodied, if the armanite moves at least 20 feet
straight toward a creature and then hits it with its
Hooves on the same turn, the target must succeed
on a DC 15 Strength saving throw or be knocked
prone. If the target is prone, the armanite can make
another attack with its Hooves against the creature
as a bonus action.

MORDENKAINEN’S TOME OF FOES 9

MOLYDEUS SIBRIEX

When bloodied at 108 HP, the molydeus has the When bloodied at 75 HP, the sibriex has the
following features. following features.

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

New Ability: Battle Presence. While bloodied, Strength: Improved Contamination. While
the molydeus can take three reactions each round. bloodied, creatures standing in the aura of the
sibriex’s Contamination have disadvantage on death
Trigger Ability: Spellcasting. When first saving throws. In addition, hit points regained in
bloodied, the molydeus can use its reaction to cast the area of the Contamination are halved.
a spell that normally requires an action to cast.
This reaction is limited to spells the molydeus can Trigger Ability: Spellcasting. When first
cast at will. bloodied, the sibriex can use its reaction to cast
a spell that normally requires an action to cast.
NABASSU This reaction is limited to spells the sibriex can
cast at will.
When bloodied at 95 HP, the nabassu has the
following features. WASTRILITH

New Ability: Dive Attack. While bloodied, if the When bloodied at 78 HP, the wastrilith has the
nabassu is flying and dives at least 30 feet straight following features.
toward a target and then hits it with a melee weapon
attack, the attack deals an extra 7 (2d6) damage to New Ability: Corrupt Water Shedding. While
the target. bloodied, the wastrilith sheds corrupt water from
between its scales. A non-fiend that starts its turn
Trigger Ability: Fly Away. When first bloodied, within the area or enters it for the first time on a
the nabassu can use its reaction to fly up to 30 feet turn must succeed on a DC 16 Dexterity saving
away without provoking opportunity attacks. throw or fall prone.

RUTTERKIN New Ability: Summon Water Weird
(Recharge 6). As an action while bloodied, the
When bloodied at 18 HP, the rutterkin has the wastrilith summons a water weird. The water
following features. weird appears at a point of the wastrilith’s choice
within 60 feet of it and it follows its commands (no
New Ability: Quick Sprint. While bloodied, action required).
the rutterkin can take the Dash action as a
bonus action.

Trigger Ability: Rush Attack. As a reaction
when first bloodied, the rutterkin can move up to its
speed and make one melee weapon attack without
provoking opportunity attacks.

ABYSSAL WRETCH

When bloodied at 9 HP, the abyssal wretch has the
following feature.

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

10 BLOODIED & BRUISED

DEMON LORDS its killer. The creature that killed Demogorgon must
succeed on a DC 25 Wisdom saving throw or suffer
BAPHOMET the curse for seven days. On a successful save, it
suffers the curse for only 24 hours.
When bloodied at 137 HP, Baphomet has the
following features. While cursed in this way, the creature is
vulnerable to damage dealt by demons, it has
Ability Recharge: Legendary Actions. When disadvantage on Wisdom saving throws, and it does
first bloodied, Baphomet regains all expended uses not regain hit points after finishing a long rest. The
of its legendary actions. curse can be removed early by a remove curse spell
or similar effect.
New Ability: Fear the Lord. When Baphomet
takes the Multiattack action while bloodied, it can FRAZ-URB’LUU
use its Frightful Presence before making any attacks.
When bloodied at 203 HP, Fraz-Urb’luu has the
New Ability: The Lord Sees All. While bloodied, following features.
Baphomet always has the detect magic spell active
without the need for concentration. Ability Recharge: Legendary Actions. When
first bloodied, Fraz-Urb’luu regains all expended
Death Throes: Curse of the Demon Lord. uses of its legendary actions.
When Baphomet dies, it curses the creature that
dealt the killing blow to its form, provided it can see New Ability: The Lord Sees All. While bloodied,
its killer. The creature that killed Baphomet must Fraz-Urb’luu always has the detect magic spell
succeed on a DC 25 Wisdom saving throw or suffer active without the need for concentration.
the curse for seven days. On a successful save, it
suffers the curse for only 24 hours. Trigger Ability: Spellcasting. When first
bloodied, Fraz-Urb’luu can use its reaction to cast a
While cursed in this way, the creature is spell that normally requires an action to cast.
vulnerable to damage dealt by demons, it has
disadvantage on Wisdom saving throws, and it does Death Throes: Curse of the Demon Lord.
not regain hit points after finishing a long rest. The When Fraz-Urb’luu dies, it curses the creature that
curse can be removed early by a remove curse spell dealt the killing blow to its form, provided it can see
or similar effect. its killer. The creature that killed Fraz-Urb’luu must
succeed on a DC 25 Wisdom saving throw or suffer
DEMOGORGON the curse for seven days. On a successful save, it
suffers the curse for only 24 hours.
When bloodied at 203 HP, Demogorgon has the
following features. While cursed in this way, the creature is
vulnerable to damage dealt by demons, it has
Ability Recharge: Legendary Actions. When disadvantage on Wisdom saving throws, and it does
first bloodied, Demogorgon regains all expended not regain hit points after finishing a long rest. The
uses of its legendary actions. curse can be removed early by a remove curse spell
or similar effect.
New Ability: The Lord Sees All. While bloodied,
Demogorgon always has the detect magic spell
active without the need for concentration.

Death Throes: Curse of the Demon Lord.
When Demogorgon dies, it curses the creature that
dealt the killing blow to its form, provided it can see

MORDENKAINEN’S TOME OF FOES 11

GRAZ’ZT killer. The creature that killed Juiblex must succeed
on a DC 25 Wisdom saving throw or suffer the
When bloodied at 173 HP, Graz’zt has the curse for seven days. On a successful save, it suffers
following features. the curse for only 24 hours.

Ability Recharge: Legendary Actions. When While cursed in this way, the creature is
first bloodied, Graz’zt regains all expended uses of vulnerable to damage dealt by demons, it has
its legendary actions. disadvantage on Wisdom saving throws, and it does
not regain hit points after finishing a long rest. The
Strength: Improved Teleport. While bloodied, curse can be removed early by a remove curse spell
Graz’zt can make one melee attack using Wave of or similar effect.
Sorrow as a bonus action after using its Teleport.
ORCUS
New Ability: The Lord Sees All. While bloodied,
Graz’zt always has the detect magic spell active When bloodied at 202 HP, Orcus has the
without the need for concentration. following features.

Death Throes: Curse of the Demon Lord. Ability Recharge: Legendary Actions. When
When Graz’zt dies, it curses the creature that dealt first bloodied, Orcus regains all expended uses of its
the killing blow to its form, provided it can see its legendary actions.
killer. The creature that killed Graz’zt must succeed
on a DC 25 Wisdom saving throw or suffer the New Ability: Death Promised. While bloodied,
curse for seven days. On a successful save, it suffers all creatures within 120 feet of Orcus have
the curse for only 24 hours. disadvantage on death saving throws. In addition,
the area within 120 feet of Orcus is difficult terrain
While cursed in this way, the creature is for bloodied creatures other than Orcus.
vulnerable to damage dealt by demons, it has
disadvantage on Wisdom saving throws, and it does New Ability: The Lord Sees All. While bloodied,
not regain hit points after finishing a long rest. The Orcus always has the detect magic spell active
curse can be removed early by a remove curse spell without the need for concentration.
or similar effect.
Death Throes: Curse of the Demon Lord.
JUIBLEX When Orcus dies, it curses the creature that dealt
the killing blow to its form, provided it can see its
When bloodied at 175 HP, Juiblex has the killer. The creature that killed Orcus must succeed
following features. on a DC 25 Wisdom saving throw or suffer the
curse for seven days. On a successful save, it suffers
Ability Recharge: Eject Slime. When first the curse for only 24 hours.
bloodied, Juiblex’s Eject Slime ability is recharged.
While cursed in this way, the creature is
Ability Recharge: Legendary Actions. When vulnerable to damage dealt by demons, it has
first bloodied, Juiblex regains all expended uses of disadvantage on Wisdom saving throws, and it does
its legendary actions. not regain hit points after finishing a long rest. The
curse can be removed early by a remove curse spell
New Ability: The Lord Sees All. While bloodied, or similar effect.
Juiblex always has the detect magic spell active
without the need for concentration.

Strength: Acid Immunity. While bloodied,
Juiblex is immune to acid damage.

Death Throes: Curse of the Demon Lord.
When Juiblex dies, it curses the creature that dealt
the killing blow to its form, provided it can see its

12 BLOODIED & BRUISED

YEENOGHU its killer. The creature that killed Zuggtmoy must
succeed on a DC 25 Wisdom saving throw or suffer
When bloodied at 166 HP, Yeenoghu has the the curse for seven days. On a successful save, it
following features. suffers the curse for only 24 hours.

Ability Recharge: Legendary Actions. When While cursed in this way, the creature is
first bloodied, Yeenoghu regains all expended uses vulnerable to damage dealt by demons, it has
of its legendary actions. disadvantage on Wisdom saving throws, and it does
not regain hit points after finishing a long rest. The
New Ability: The Lord Sees All. While bloodied, curse can be removed early by a remove curse spell
Yeenoghu always has the detect magic spell active or similar effect.
without the need for concentration.
DERRO
Strength: Sprint Attack. While bloodied, when
Yeenoghu moves at least 20 feet in a straight line DERRO
and then hits a creature with a melee attack, the
attack deals one extra die of damage. When bloodied at 6 HP, the derro has the
following feature.
Death Throes: Curse of the Demon Lord.
When Yeenoghu dies, it curses the creature that Trigger Ability: Cornered. When first bloodied,
dealt the killing blow to its form, provided it can the derro can make a melee attack against a creature
see its killer. The creature that killed Yeenoghu must within range as a reaction.
succeed on a DC 25 Wisdom saving throw or suffer
the curse for seven days. On a successful save, it DERRO SAVANT
suffers the curse for only 24 hours.
When bloodied at 18 HP, the derro savant has the
While cursed in this way, the creature is following features.
vulnerable to damage dealt by demons, it has
disadvantage on Wisdom saving throws, and it does Strength: Improved Spellcasting. While
not regain hit points after finishing a long rest. The bloodied, the derro adds the spell shield to its list of
curse can be removed early by a remove curse spell prepared spells.
or similar effect.
Trigger Ability: Spellcasting. When first
ZUGGTMOY bloodied, the derro can use its reaction to cast a
spell that normally requires an action to cast. This
When bloodied at 152 HP, Zuggtmoy has the reaction is limited to spells the derro can cast at will.
following features.
DEVILS
Ability Recharge: Legendary Actions. When
first bloodied, Zuggtmoy regains all expended uses BLACK ABISHAI
of its legendary actions.
When bloodied at 29 HP, the black abishai has the
Ability Recharge: Mind Control Spores. When following features.
first bloodied, Zuggtmoy’s Mind Control Spores
ability is recharged. Ability Recharge: Creeping Darkness. When
first bloodied, the abishai’s Creeping Darkness
New Ability: The Lord Sees All. While bloodied, ability is recharged.
Zuggtmoy always has the detect magic spell active
without the need for concentration. New Ability: Acidic Hide. While bloodied, the
abishai is covered in acidic blood. Any creature who
Trigger Ability: Spellcasting. When first touches the dragon or hits it with an unarmed strike
bloodied, Zuggtmoy can use its reaction to cast a takes 5 (1d10) acid damage.
spell that normally requires an action to cast.
Trigger Ability: Cornered. When first bloodied,
Death Throes: Curse of the Demon Lord. the abishai can use its reaction to make a Bite attack
When Zuggtmoy dies, it curses the creature that against a creature within range.
dealt the killing blow to its form, provided it can see

MORDENKAINEN’S TOME OF FOES 13

BLUE ABISHAI WHITE ABISHAI

When bloodied at 97 HP, the blue abishai has the When bloodied at 34 HP, the white abishai has the
following features. following features.

New Ability: Cast Attack. While bloodied, if the New Ability: Slick Ice. While bloodied, the air
abishai uses an action to cast a spell, it can make a around the abishai chills and the ground freezes
melee attack with its Quarterstaff as a bonus action. over. The area within a 5-foot radius of where the
abishai is standing becomes slick with ice and is
New Ability: Static Sparks. While bloodied considered difficult terrain. When a creature ends
and on the ground, lightning crackles across the its turn in the area or enters the area for the first
abishai’s body. If a creature also standing on the time, it must succeed on a DC 14 Dexterity saving
ground hits the abishai with an unarmed strike or a throw or fall prone. The abishai is not affected
melee weapon made of metal, the creature takes 11 by the ice.
(2d10) lightning damage.
Strength: Sprint Attack. While bloodied, when
Trigger Ability: Cornered. When first bloodied, the abishai moves at least 20 feet in a straight line
the abishai can use its reaction to make a Bite attack and then hits a creature with a melee attack, the
against a creature within range. attack deals one extra die of damage.

GREEN ABISHAI Trigger Ability: Cornered. When first bloodied,
the abishai can use its reaction to make a melee
When bloodied at 93 HP, the green abishai has the attack against a creature within range.
following features.
AMNIZU
New Ability: Poison Cloud. While bloodied,
tendrils of poisonous gas leak out of the abishai in When bloodied at 101 HP, the amnizu has the
a 5-foot radius from its body. When a creature first following features.
moves into the gas or ends its turn there, it takes 5
(1d10) poison damage. Ability Recharge: Forgetfulness. When first
bloodied, the amnizu’s Forgetfulness ability is
Trigger Ability: Cornered. When first bloodied, recharged.
the abishai can use its reaction to make a melee
attack against a creature within range. New Ability: Cast Attack. While bloodied, if the
amnizu uses an action to cast a spell, it can make a
RED ABISHAI melee attack as a bonus action.

When bloodied at 127 HP, the red abishai has the
following features.

New Ability: Battle Presence. While bloodied,
the abishai can take two reactions each round.

New Ability: Fiery Wound. While bloodied, the
abishai’s boiling blood scalds whoever gets near it.
If a creature hits the abishai with a melee weapon
attack that deals either piercing or slashing damage,
the creature takes 5 (1d10) fire damage from being
scalded with hot blood.

Trigger Ability: Cornered. When first bloodied,
the abishai can use its reaction to make a melee
attack against a creature within range.

14 BLOODIED & BRUISED

HELLFIRE ENGINE NUPPERIBO

When bloodied at 108 HP, the hellfire engine has When bloodied at 5 HP, the nupperibo has the
the following features. following feature.

Frailty: Malfunction. While bloodied, the Trigger Ability: Cornered. When first bloodied,
hellfire engine doesn’t work as optimally. Its speed the nupperibo can use its reaction to make a melee
is lowered by 5 feet (to a minimum of 10 feet) and it attack against a creature within range.
cannot take reactions.
ORTHON
New Ability: Overheating. While bloodied, the
hellfire engine overheats to maintain efficiency. Any When bloodied at 52 HP, the orthon has the
creature who touches the golem or hits it with a following features.
melee attack while within 5 feet of it takes 5 (1d10)
fire damage. If a gallon or more water is dumped on New Ability: Attacking with Intent. While
the hellfire engine, this trait is suppressed until the bloodied, if the orthon uses its action to fire its
end of the hellfire engine’s next turn. Infernal Crossbow and misses, it can make one
attack with its Infernal Dagger as a bonus action.
Death Throes: Arcane Boom. A small arcane This bonus action attack is made with disadvantage.
explosion happens as the hellfire engine falls to
the ground. Each creature in a 10-foot radius of Trigger Ability: Tactical Retreat. When first
the hellfire engine when it expires takes 12 (5d4) bloodied, the orthon can use its reaction to move up
force damage. to its speed without provoking opportunity attacks.
It then makes one attack with its crossbow.
MERREGON
ARCHDEVILS
When bloodied at 22 HP, the merregon has the
following features. BAEL

New Ability: Supportive Protector. While the When bloodied at 94 HP, Bael has the
merregon is bloodied, allied creatures within 5 feet following features.
of the merregon have advantage on saving throws.
Ability Recharge: Legendary Actions. When
Trigger Ability: Cornered. When first bloodied, first bloodied, Bael regains all expended uses of its
the merregon can use its reaction to make a melee legendary actions.
attack against a creature within range.
New Ability: Cast Attack. While bloodied, if
NARZUGON Bael uses an action to cast a spell, it can make a
melee attack as a bonus action.
When bloodied at 56 HP, the narzugon has the
following features. Strength: Increased Speed. While bloodied,
Bael’s speed is 45 feet instead of 30 feet.
Strength: Mounted Superiority. While
bloodied and mounted on a nightmare, the Death Throes: Archdevil Soul Grip. When
marzugon has advantage on all saving throws. It Bael dies, the wicked power of an infernal archdevil
also has advantage on checks made to stay mounted rushes through the creature that killed it. The
on the nightmare. creature that killed Bael must succeed on a DC 25
Constitution saving throw or suffer a disease on its
Trigger Ability: Cornered. When first bloodied, soul for seven days. On a successful save, it suffers
the narzugon can use its reaction to make a melee the disease for only 24 hours.
attack against a creature within range.
While diseased, the creature is vulnerable to
damage dealt by devils, it has disadvantage on
ability checks, and any metal weapons it holds
behave as if the heat metal spell was cast on it.

MORDENKAINEN’S TOME OF FOES 15

GERYON The creature that killed Hutijin must succeed on a
DC 25 Constitution saving throw or suffer a disease
When bloodied at 150 HP, Geryon has the on its soul for seven days. On a successful save, it
following features. suffers the disease for only 24 hours.

Ability Recharge: Legendary Actions. When While diseased, the creature is vulnerable to
first bloodied, Geryon regains all expended uses of damage dealt by devils, it has disadvantage on
its legendary actions. ability checks, and any metal weapons it holds
behave as if the heat metal spell was cast on it.
New Ability: Cast Attack. While bloodied, if
Geryon uses an action to cast a spell, it can make a MOLOCH
melee attack as a bonus action.
When bloodied at 126 HP, Moloch has the
New Ability: Slither. While bloodied, following features.
Geryon can move through spaces occupied by
hostile creatures, but it must end its turn in an Ability Recharge: Breath of Despair. When
unoccupied space. first bloodied, Moloch’s Breath of Despair ability is
recharged.
Death Throes: Archdevil Soul Grip. When
Geryon dies, the wicked power of an infernal Ability Recharge: Legendary Actions. When
archdevil rushes through the creature that killed it. first bloodied, Moloch regains all expended uses of
The creature that killed Geryon must succeed on a its legendary actions.
DC 25 Constitution saving throw or suffer a disease
on its soul for seven days. On a successful save, it New Ability: Cast Attack. While bloodied, if
suffers the disease for only 24 hours. Moloch uses an action to cast a spell, it can make a
melee attack as a bonus action.
While diseased, the creature is vulnerable to
damage dealt by devils, it has disadvantage on Death Throes: Archdevil Soul Grip. When
ability checks, and any metal weapons it holds Moloch dies, the wicked power of an infernal
behave as if the heat metal spell was cast on it. archdevil rushes through the creature that killed it.
The creature that killed Moloch must succeed on a
HUTIJIN DC 25 Constitution saving throw or suffer a disease
on its soul for seven days. On a successful save, it
When bloodied at 100 HP, Hutijin has the suffers the disease for only 24 hours.
following features.
While diseased, the creature is vulnerable to
Ability Recharge: Fearful Voice. When first damage dealt by devils, it has disadvantage on
bloodied, Hutijin’s Fearful Voice ability is recharged. ability checks, and any metal weapons it holds
behave as if the heat metal spell was cast on it.
Ability Recharge: Legendary Actions. When
first bloodied, Hutijin regains all expended uses of
its legendary actions.

New Ability: Cast Attack. While bloodied, if
Hutijin uses an action to cast a spell, it can make a
melee attack as a bonus action.

Death Throes: Archdevil Soul Grip. When
Hutijin dies, the wicked power of an infernal
archdevil rushes through the creature that killed it.

16 BLOODIED & BRUISED

TITIVILUS DROW

When bloodied at 63 HP, Titivilus has the DROW ARACHNOMANCER
following features.
When bloodied at 81 HP, the drow arachnomancer
Ability Recharge: Legendary Actions. When has the following features.
first bloodied, Titivilus regains all expended uses of
its legendary actions. Ability Recharge: Web. When first bloodied, the
drow’s Web ability is recharged.
New Ability: Cast Attack. While bloodied, if
Titivilus uses an action to cast a spell, it can make a New Ability: Pressured Casting (Recharge
melee attack as a bonus action. 6). While bloodied, if the drow casts a spell of 1st
level or higher as an action, it can cast a cantrip
Death Throes: Archdevil Soul Grip. When that normally requires an action to cast as a bonus
Titivilus dies, the wicked power of an infernal action on that same turn if it chooses.
archdevil rushes through the creature that killed it.
The creature that killed Titivilus must succeed on a Trigger Ability: Tactical Retreat. When first
DC 25 Constitution saving throw or suffer a disease bloodied, the drow can use its reaction to move up
on its soul for seven days. On a successful save, it to its speed without provoking opportunity attacks.
suffers the disease for only 24 hours. It can then cast one cantrip.

While diseased, the creature is vulnerable to DROW FAVORED CONSORT
damage dealt by devils, it has disadvantage on
ability checks, and any metal weapons it holds When bloodied at 112 HP, the drow favored
behave as if the heat metal spell was cast on it. consort has the following features.

ZARIEL New Ability: Pressured Casting (Recharge
6). While bloodied, if the drow casts a spell of 1st
When bloodied at 290 HP, Zariel has the level or higher as an action, it can cast a cantrip
following features. that normally requires an action to cast as a bonus
action on that same turn if it chooses.
Ability Recharge: Horrid Touch. When first
bloodied, Zariel’s Horrid Touch ability is recharged. Trigger Ability: Tactical Retreat. When first
bloodied, the drow can use its reaction to move up
Ability Recharge: Legendary Actions. When to its speed without provoking opportunity attacks.
first bloodied, Zariel regains all expended uses of its It then makes one attack with its crossbow.
legendary actions.
DROW HOUSE CAPTAIN
New Ability: Cast Attack. While bloodied, if
Zariel uses an action to cast a spell, it can make a When bloodied at 81 HP, the drow house captain
melee attack as a bonus action. has the following features.

Death Throes: Archdevil Soul Grip. When New Ability: Potent Bolts. While bloodied, the
Zariel dies, the wicked power of an infernal drow uses more potent ammunition. The drow’s
archdevil rushes through the creature that killed it. Hand Crossbow attack deals an additional 7 (2d6)
The creature that killed Zariel must succeed on a poison damage on a hit.
DC 25 Constitution saving throw or suffer a disease
on its soul for seven days. On a successful save, it Trigger Ability: Tactical Retreat. When first
suffers the disease for only 24 hours. bloodied, the drow can use its reaction to move up
to its speed without provoking opportunity attacks.
While diseased, the creature is vulnerable to It then makes one attack with its crossbow.
damage dealt by devils, it has disadvantage on
ability checks, and any metal weapons it holds
behave as if the heat metal spell was cast on it.

MORDENKAINEN’S TOME OF FOES 17

DROW INQUISITOR DUERGAR

When bloodied at 71 HP, the drow inquisitor has DUERGAR DESPOT
the following features.
When bloodied at 59 HP, the duergar despot has
New Ability: Pressured Casting (Recharge the following features.
6). While bloodied, if the drow casts a spell of 1st
level or higher as an action, it can cast a cantrip Trigger Ability: Rush Attack. As a reaction
that normally requires an action to cast as a bonus when first bloodied, the duergar can move up to its
action on that same turn if it chooses. speed and make one melee weapon attack without
provoking opportunity attacks.
Trigger Ability: Tactical Retreat. When first
bloodied, the drow can use its reaction to move up Death Throes: Psychic Engine (Taken from
to its speed without provoking opportunity attacks. the Statblock). When the duergar despot suffers
It can then cast one cantrip. a critical hit or is reduced to 0 hit points, psychic
energy erupts from its frame to deal 14 (4d6)
DROW MATRON MOTHER psychic damage to each creature within 5 feet of it.

When bloodied at 131 HP, the drow matron DUERGAR HAMMERER
mother has the following features.
When bloodied at 16 HP, the duergar hammerer
New Ability: Pressured Casting (Recharge has the following feature.
6). While bloodied, if the drow casts a spell of 1st
level or higher as an action, it can cast a cantrip Trigger Ability: Rush Attack. As a reaction
that normally requires an action to cast as a bonus when first bloodied, the duergar can move up to its
action on that same turn if it chooses. speed and make one melee weapon attack without
provoking opportunity attacks.
Trigger Ability: Tactical Retreat. When first
bloodied, the drow can use its reaction to move up DUERGAR KAVALRACHNI
to its speed without provoking opportunity attacks.
It can then cast one cantrip. When bloodied at 13 HP, the duergar kavalrachni
has the following feature.
DROW SHADOWBLADE
Trigger Ability: Rush Attack. As a reaction
When bloodied at 75 HP, the drow shadowblade when first bloodied, the duergar can move up to its
has the following features. speed and make one melee weapon attack without
provoking opportunity attacks.
New Ability: Potent Bolts. While bloodied, the
drow uses more potent ammunition. The drow’s DUERGAR MIND MASTER
Hand Crossbow attack deals an additional 7 (2d6)
poison damage on a hit. When bloodied at 19 HP, the duergar mind master
has the following features.
Trigger Ability: Tactical Retreat. When first
bloodied, the drow can use its reaction to move up Ability Recharge: Invisibility. When first
to its speed without provoking opportunity attacks. bloodied, the duergar’s Invisibility ability is
It then makes one attack with its crossbow. recharged.

Trigger Ability: Mind Mastery. When first
bloodied, the duergar uses its Mind Mastery action
as a reaction.

18 BLOODIED & BRUISED

DUERGAR SCREAMER DUERGAR XARRORN

When bloodied at 19 HP, the duergar screamer has When bloodied at 13 HP, the duergar xarrorn has
the following feature. the following features.

Trigger Ability: Rush Attack. As a reaction Ability Recharge: Fire Spray. When first
when first bloodied, the duergar can move up to its bloodied, the duergar’s Fire Spray ability is
speed and make one melee weapon attack without recharged.
provoking opportunity attacks.
Trigger Ability: Rush Attack. As a reaction
DUERGAR SOULBLADE when first bloodied, the duergar can move up to its
speed and make one melee weapon attack without
When bloodied at 9 HP, the duergar soulblade has provoking opportunity attacks.
the following feature.
EIDOLON
Trigger Ability: Rush Attack. As a reaction
when first bloodied, the duergar can move up to its EIDOLON
speed and make one melee weapon attack without
provoking opportunity attacks. When bloodied at 31 HP, the eidolon has the
following features.
DUERGAR STONE GUARD
Ability Recharge: Sacred Animation. When
When bloodied at 19 HP, the duergar stone guard first bloodied, the eidolon’s Sacred Animation
has the following feature. ability is recharged.

New Ability: Multiattack. While bloodied, the Death Throes: Death’s Embrace. A cold wind
duergar can make two attacks with its King’s Knife gusts out from where the eidolon was, engulfing
as an action. everyone nearby in a chilly embrace. Creatures
within 10 feet of the eidolon when it dies must
DUERGAR WARLORD succeed on a DC 15 Wisdom saving throw or gain 1
level of exhaustion.
When bloodied at 37 HP, the duergar warlord has
the following features. SACRED STATUE

Ability Recharge: Invisibility. When first When bloodied at 47 HP, the sacred statue has the
bloodied, the duergar’s Invisibility ability is following features.
recharged.
New Ability: Unmoving Rock. While bloodied,
New Ability: Repositioning. As a bonus action the sacred statue cannot be moved against its will,
while bloodied, the duergar can command one and it has advantage on the first attack it makes
of its allies to reposition. The creature can use its on its turn if it has not moved since the start of its
reaction to move up to its speed without provoking last turn.
opportunity attacks.
Death Throes: Arcane Boom. A small arcane
Trigger Ability: Rush Attack. As a reaction explosion happens as the sacred statue falls to the
when first bloodied, the duergar can move up to its ground. Each creature in a 10-foot radius of the
speed and make one melee weapon attack without golem when it expires takes 12 (5d4) force damage.
provoking opportunity attacks. An eidolon is immune to this damage.

MORDENKAINEN’S TOME OF FOES 19

ELADRIN WINTER ELADRIN

AUTUMN ELADRIN When bloodied at 63 HP, the winter eladrin has the
following features.
When bloodied at 63 HP, the autumn eladrin has
the following features. Ability Recharge: Fey Step. When first
bloodied, the eladrin’s Fey Step ability is recharged.
Ability Recharge: Fey Step. When first
bloodied, the eladrin’s Fey Step ability is recharged. Strength: Fey Born. While bloodied, the eladrin
cannot be charmed and magic can’t put it to sleep.
Strength: Fey Born. While bloodied, the eladrin
cannot be charmed and magic can’t put it to sleep. Trigger Ability: Tactical Retreat. When first
bloodied, the eladrin can use its reaction to move
Trigger Ability: Tactical Retreat. When first up to its speed without provoking opportunity
bloodied, the eladrin can use its reaction to move attacks. It then makes one attack with its longbow.
up to its speed without provoking opportunity
attacks. It then makes one attack with its longbow. ELDER ELEMENTALS

SPRING ELADRIN LEVIATHAN

When bloodied at 63 HP, the spring eladrin has the When bloodied at 164 HP, the leviathan has the
following features. following features.

Ability Recharge: Fey Step. When first Ability Recharge: Legendary Actions. When
bloodied, the eladrin’s Fey Step ability is recharged. first bloodied, the leviathan regains all expended
uses of its legendary actions.
Strength: Fey Born. While bloodied, the eladrin
cannot be charmed and magic can’t put it to sleep. Ability Recharge: Tidal Wave. When first
bloodied, the leviathan’s Tidal Wave ability is
Trigger Ability: Tactical Retreat. When first recharged.
bloodied, the eladrin can use its reaction to move
up to its speed without provoking opportunity New Ability: Mist. While bloodied, at the start
attacks. It then makes one attack with its longbow. of the leviathan’s turn, the leviathan chooses four
adjacent 10-foot-by-10-foot squares within 120 feet
SUMMER ELADRIN of it and fills them with dense mist. The chosen area
is heavily obscured for any creature other than the
When bloodied at 63 HP, the summer eladrin has leviathan, and lasts until the start of the leviathan’s
the following features. next turn.

Ability Recharge: Fey Step. When first Death Throes: Elemental Explosion. An
bloodied, the eladrin’s Fey Step ability is recharged. elemental explosion creates a shockwave of energy.
Each creature in a 10-foot radius of the leviathan
Strength: Fey Born. While bloodied, the eladrin when it dies must succeed on a DC 20 Dexterity
cannot be charmed and magic can’t put it to sleep. saving throw or take 33 (6d10) cold damage.

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

20 BLOODIED & BRUISED

PHOENIX A creature that ends its turn within 10 feet of the
elder tempest or enters the area for the first time
When bloodied at 87 HP, the phoenix has the must succeed on a DC 20 Strength saving throw if
following features. it is holding something in its hand, like a weapon or
an item. On a failed save, the item is ripped from its
Ability Recharge: Legendary Actions. When hand and flies 20 feet away in a random direction.
first bloodied, the phoenix regains all expended
uses of its legendary actions. Death Throes: Elemental Explosion. An
elemental explosion creates a shockwave of
New Ability: Hurl Flame. While bloodied, energy. Each creature in a 10-foot radius of the
the phoenix gains a new attack action with the elder tempest when it dies must succeed on a
following details: Ranged Spell Attack: +10 to DC 20 Dexterity saving throw or take 33 (6d10)
hit, reach 60 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
fire damage.
ZARATAN
When using its Multiattack, the phoenix can
replace one of its available attacks with a Hurl When bloodied at 153 HP, the zaratan has the
Flame attack. following features.

Death Throes: Fiery Death and Rebirth Ability Recharge: Legendary Actions. When
(Taken from the Statblock). When the phoenix first bloodied, the zaratan regains all expended uses
dies, it explodes. Each creature within 60-feet of it of its legendary actions.
must make a DC 20 Dexterity saving throw, taking
22 (4d10) fire damage on a failed save, or half as Ability Recharge: Spew Debris. When first
much damage on a successful one. The fire ignites bloodied, the zaratan’s Spew Debris ability is
flammable objects in the area that aren’t worn recharged.
or carried.
New Ability: Hard as Rock. While bloodied,
The explosion destroys the phoenix’s body and the zaratan can use its reaction to add 5 to its AC
leaves behind an egg-shaped cinder that weighs against one melee attack that would hit it. To do so,
5 pounds. The cinder is blazing hot, dealing 21 the zaratan must see the attacker.
(6d6) fire damage to any creature that touches it,
though no more than once per round. The cinder Death Throes: Elemental Explosion. An
is immune to all damage, and after 1d6 days, it elemental explosion creates a shockwave of
hatches a new phoenix. energy. Each creature in a 10-foot radius of
the zaratan when it dies must succeed on a DC
ELDER TEMPEST 20 Dexterity saving throw or take 33 (6d10)
bludgeoning damage.
When bloodied at 132 HP, the elder tempest has
the following features.

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

Ability Recharge: Lightning Storm. When
first bloodied, the elder tempest’s Lightning Storm
ability is recharged.

New Ability: Strong Winds. While bloodied,
the elder tempest exudes wild winds from its body.

MORDENKAINEN’S TOME OF FOES 21

ELEMENTAL MYRMIDONS FIRE ELEMENTAL MYRMIDON

AIR ELEMENTAL MYRMIDON When bloodied at 61 HP, the fire elemental
myrmidon has the following features.
When bloodied at 58 HP, the air elemental
myrmidon has the following features. Ability Recharge: Fiery Strikes. When first
bloodied, the myrmidon’s Fiery Strikes ability is
Ability Recharge: Lightning Strike. When first recharged.
bloodied, the myrmidon’s Lightning Strike ability is
recharged. New Ability: Hurl Flame. While bloodied,
the myrmidon gains a new attack action with
New Ability: Strong Winds. While bloodied, the following details: Ranged Spell Attack: +6 to
the myrmidon exudes wild winds from its body. A hit, reach 60 ft., one creature. Hit: 10 (2d6 + 3)
creature that ends its turn within 5 feet of the air fire damage.
elemental or enters the area for the first time must
succeed on a DC 13 Strength saving throw if it is When using its Multiattack, the myrmidon can
holding something in its hand, like a weapon or an replace one of its available attacks with a Hurl
item. On a failed save, the item is ripped from its Flame attack.
hand and flies 20 feet away in a random direction.
Death Throes: Elemental Explosion. An
Death Throes: Elemental Explosion. An elemental explosion creates a shockwave of energy.
elemental explosion creates a shockwave of energy. Each creature in a 10-foot radius of the myrmidon
Each creature in a 10-foot radius of the myrmidon when it dies must succeed on a DC 15 Dexterity
when it dies must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) fire damage.
saving throw or take 11 (2d10) piercing damage.
WATER ELEMENTAL MYRMIDON
EARTH ELEMENTAL MYRMIDON
When bloodied at 63 HP, the water elemental
When bloodied at 63 HP, the earth elemental myrmidon has the following features.
myrmidon has the following features.
Ability Recharge: Freezing Strikes. When first
Ability Recharge: Thunderous Strike. When bloodied, the myrmidon’s Freezing Strikes ability is
first bloodied, the myrmidon’s Thunderous Strike recharged.
ability is recharged.
New Ability: Mist. While bloodied, at the start of
New Ability: Wall of Stone (Recharge 6). As the myrmidon’s turn, the water elemental chooses
an action while bloodied, the myrmidon can cast four adjacent 5-foot-by-5-foot squares within 30
the wall of stone spell (save DC 15). The myrmidon feet of it and fills them with dense mist. The chosen
can only have one instance of the spell active area is heavily obscured for any creature other than
at a time. the myrmidon, and lasts until the start of the water
elemental’s next turn.
New Ability: Hard as Rock. While bloodied, the
myrmidon can use its reaction to add 2 to its AC Death Throes: Elemental Explosion. An
against one melee attack that would hit it. To do so, elemental explosion creates a shockwave of energy.
the earth elemental must see the attacker. Each creature in a 10-foot radius of the myrmidon
when it dies must succeed on a DC 15 Dexterity
Death Throes: Elemental Explosion. An saving throw or take 11 (2d10) cold damage.
elemental explosion creates a shockwave of
energy. Each creature in a 10-foot radius of the
myrmidon when it dies must succeed on a DC
15 Dexterity saving throw or take 11 (2d10)
bludgeoning damage.

22 BLOODIED & BRUISED

GIFF GITHYANKI SUPREME COMMANDER

When bloodied at 30 HP, the giff has the When bloodied at 93 HP, the githyanki supreme
following features. commander has the following features.

Strength: Precision Shot. While bloodied, the Ability Recharge: Legendary Actions. When
giff doesn’t have disadvantage on ranged weapon first bloodied, the githyanki regains all expended
attacks made at long range. uses of its legendary actions.

Trigger Ability: Tactical Retreat. When first New Ability: Repositioning. As a bonus action
bloodied, the giff can use its reaction to move up to while bloodied, the githyanki can command one
its speed without provoking opportunity attacks. It of its allies to reposition. The creature can use its
then makes one attack with its musket. reaction to move up to its speed without provoking
opportunity attacks.
GITH
Trigger Ability: Cornered. When first bloodied,
GITHYANKI GISH the githyanki can make a melee attack against a
creature within range as a reaction.
When bloodied at 61 HP, the githyanki gish has the
following features. GITHZERAI ANARCH

New Ability: Parry. While bloodied, the When bloodied at 72 HP, the githzerai anarch has
githyanki can use its reaction to add 3 to its AC the following features.
against one melee attack that would hit it. To do so,
the githyanki must see the attacker and be wielding Ability Recharge: Legendary Actions. When
a melee weapon. first bloodied, the githyanki regains all expended
uses of its legendary actions.
Trigger Ability: Spellcasting. When first
bloodied, the githyanki can use its reaction to cast a New Ability: Stunning Strike. While bloodied,
spell that normally requires an action to cast. when the githzerai hits a creature with an unarmed
strike, the githzerai can force the creature to make a
GITHYANKI KITH’RAK DC 18 Wisdom saving throw as a bonus action. On
a failed save, the creature is stunned until the end of
When bloodied at 90 HP, the githyanki kith’rak has its next turn.
the following features.
Trigger Ability: Cornered. When first bloodied,
New Ability: Battle Presence. While bloodied, the githyanki can make a melee attack against a
the githyanki has two reactions per round. creature within range as a reaction.

New Ability: Repositioning. As a bonus action GITHZERAI ENLIGHTENED
while bloodied, the githyanki can command one
of its allies to reposition. The creature can use its When bloodied at 56 HP, the githzerai enlightened
reaction to move up to its speed without provoking has the following features.
opportunity attacks.
Ability Recharge: Temporal Strike. When first
Trigger Ability: Cornered. When first bloodied, bloodied, the githzerai’s Temporal Strike ability is
the githyanki can make a melee attack against a recharged.
creature within range as a reaction.
New Ability: Stunning Strike. While bloodied,
when the githzerai hits a creature with an unarmed
strike, the githzerai can force the creature to make a
DC 14 Wisdom saving throw as a bonus action. On
a failed save, the creature is stunned until the end of
its next turn.

Strength: Increased Speed. While bloodied, the
githzerai’s speed is 40 feet instead of 30 feet.

MORDENKAINEN’S TOME OF FOES 23

GRAY RENDER KRUTHIK HIVE LORD

When bloodied at 94 HP, the gray render has the When bloodied at 51 HP, the kruthik hive lord has
following features. the following features.

New Ability: Battle Presence. While bloodied, Ability Recharge: Acid Spray. When first
the gray render has two reactions per round. bloodied, the kruthik’s Acid Spray ability is
recharged.
Strength: Made It Angry. While bloodied,
the gray render has advantage on saving throws New Ability: Scurry. While bloodied, if a
against being charmed, frightened, knocked prone, creature misses the kruthik with a melee attack, the
and stunned. kruthik can use its reaction to move up to half its
speed without provoking opportunity attacks.
Trigger Ability: Cornered. When first bloodied,
the gray render can make a melee attack against a Trigger Ability: Cornered. When first bloodied,
creature within range as a reaction. the kruthik can make a melee attack against a
creature within range as a reaction.
HOWLER
MARUT
When bloodied at 45 HP, the howler has the
following features. When bloodied at 216 HP, the marut has the
following features.
Ability Recharge: Mind-Breaking Howl. When
first bloodied, the howler’s Mind-Breaking Howl Ability Recharge: Blazing Edict. When first
ability is recharged. bloodied, the marut’s Blazing Edict ability is
recharged.
Strength: Made It Angry. While bloodied, the
howler has advantage on saving throws against Strength: Magic Weapons. While bloodied, the
being charmed, frightened, knocked prone, marut’s weapon attacks are magical.
and stunned.
Trigger Ability: Justify. When first bloodied,
Trigger Ability: Cornered. When first bloodied, the marut can use its Justify action as a reaction.
the howler can make a melee attack against a
creature within range as a reaction. MEAZEL

KRUTHIKS When bloodied at 17 HP, the meazel has the
following features.
YOUNG KRUTHIK
Ability Recharge: Shadow Teleport. When
The young kruthik has no bloodied features. first bloodied, the meazel’s Shadow Teleport ability
is recharged.
ADULT KRUTHIK
New Ability: Ambush Predator. While
When bloodied at 19 HP, the adult kruthik has the bloodied, the meazel can take the Hide action as
following feature. a bonus action and has advantage on Dexterity
(Stealth) checks.
New Ability: Scurry. While bloodied, if a
creature misses the kruthik with a melee attack, the
kruthik can use its reaction to move up to half its
speed without provoking opportunity attacks.

24 BLOODIED & BRUISED

NAGPA ADULT OBLEX

When bloodied at 93 HP, the nagpa has the When bloodied at 37 HP, the adult oblex has the
following features. following features.

Ability Recharge: Paralysis. When first New Ability: Font of Memories. While
bloodied, the nagpa’s Paralysis ability is recharged. bloodied, the oblex can use an action to focus on
a creature it has attacked, or which has attacked
New Ability: Pressured Casting (Recharge the oblex. By focusing, it draws on its collection of
6). While bloodied, if the nagpa casts a spell of 1st stolen memories, gaining advantage on attack rolls
level or higher as an action, it can cast a cantrip against the creature and on saving throws caused
that normally requires an action to cast as a bonus by the creature. The oblex can only focus on one
action on that same turn if it chooses. creature at a time.

Trigger Ability: Spellcasting. When first New Ability: Sticky Body. While bloodied, the
bloodied, the nagpa can use its reaction to cast a oblex’s body becomes stickier. A creature that hits
spell that normally requires an action to cast. the oblex with a melee weapon attack must succeed
on a DC 15 Strength saving throw or be grappled by
NIGHTWALKER the oblex. A creature can attempt to break free from
the grapple as an action. A creature automatically
When bloodied at 148 HP, the nightwalker has the succeeds if it lets go of the weapon adhered to the
following features. oblex’s body.

Ability Recharge: Finger of Doom. When first ELDER OBLEX
bloodied, the nightwalker’s Finger of Doom ability
is recharged. When bloodied at 57 HP, the elder oblex has the
following features.
New Ability: Shadow Summons. While
bloodied, the nightwalker can cast the darkness New Ability: Font of Memories. While
spell as a bonus action. bloodied, the oblex can use an action to focus on
a creature it has attacked, or which has attacked
OBLEX the oblex. By focusing, it draws on its collection of
stolen memories, gaining advantage on attack rolls
OBLEX SPAWN against the creature and on saving throws caused
by the creature. The oblex can only focus on one
When bloodied at 9 HP, the oblex spawn has the creature at a time.
following feature.
New Ability: Sticky Body. While bloodied, the
New Ability: Font of Memories. While oblex’s body becomes stickier. A creature that hits
bloodied, the oblex can use an action to focus on the oblex with a melee weapon attack must succeed
a creature it has attacked, or which has attacked on a DC 18 Strength saving throw or be grappled by
the oblex. By focusing, it draws on its collection of the oblex. A creature can attempt to break free from
stolen memories, gaining advantage on attack rolls the grapple as an action. A creature automatically
against the creature and on saving throws caused succeeds if it lets go of the weapon adhered to the
by the creature. The oblex can only focus on one oblex’s body.
creature at a time.

MORDENKAINEN’S TOME OF FOES 25

OGRES OGRE HOWDAH

OGRE BATTERING RAM When bloodied at 29 HP, the ogre howdah has the
following features.
When bloodied at 29 HP, the ogre battering ram
has the following features. Frailty: Frustrated. The ogre is frustrated by
its injuries. At the start of each of its turns, it must
Frailty: Frustrated. The ogre is frustrated by succeed on a DC 10 Wisdom saving throw or attack
its injuries. At the start of each of its turns, it must whatever creature is closest to it. If two or more
succeed on a DC 10 Wisdom saving throw or attack creatures are within the same distance of the ogre, it
whatever creature is closest to it. If two or more chooses its target at random.
creatures are within the same distance of the ogre, it
chooses its target at random. New Ability: Quick Sprint. While bloodied, the
ogre can take the Dash action as a bonus action.
Trigger Ability: Cornered. When first bloodied,
the ogre can make a melee attack against a creature RETRIEVER
within range as a reaction.
When bloodied at 105 HP, the retriever has the
OGRE BOLT LAUNCHER following features.

When bloodied at 29 HP, the ogre bolt launcher Ability Recharge: Paralyzing Beam. When
has the following features. first bloodied, the retriever’s Paralyzing Beam ability
is recharged.
Frailty: Frustrated. The ogre is frustrated by
its injuries. At the start of each of its turns, it must New Ability: Faultless Hunter. While bloodied,
succeed on a DC 10 Wisdom saving throw or attack the retriever has advantage on attack rolls against
whatever creature is closest to it. If two or more the quarry given by its master.
creatures are within the same distance of the ogre, it
chooses its target at random. New Ability: Quick Sprint. While bloodied, the
retriever can take the Dash action as a bonus action.
New Ability: Multiattack. While bloodied, the
ogre can attack twice on its turn using its Battleaxe. SALAMANDER, FROST
It cannot attack the same creature twice in the
same turn. When bloodied at 84 HP, the frost salamander has
the following features.
OGRE CHAIN BRUTE
Ability Recharge: Freezing Breath. When first
When bloodied at 29 HP, the ogre chain brute has bloodied, the salamander’s Freezing Breath ability is
the following features. recharged.

Ability Recharge: Chain Smash. When Strength: Chilly Teeth. While bloodied, the
first bloodied, the ogre’s Chain Smash ability is salamander’s Bite attack deal an additional 5 (1d10)
recharged. cold damage.

Frailty: Frustrated. The ogre is frustrated by Trigger Ability: Cornered. When first bloodied,
its injuries. At the start of each of its turns, it must the salamander can make a melee attack against a
succeed on a DC 10 Wisdom saving throw or attack creature within range as a reaction.
whatever creature is closest to it. If two or more
creatures are within the same distance of the ogre, it Death Throes: Elemental Explosion. An
chooses its target at random. elemental explosion creates a shockwave of energy.
Each creature in a 10-foot radius of the salamander
when it dies must succeed on a DC 15 Dexterity
saving throw or take 11 (2d10) cold damage.

26 BLOODIED & BRUISED

SHADAR-KAI SKULL LORD

GLOOM WEAVER When bloodied at 52 HP, the skull lord has the
following features.
When bloodied at 52 HP, the gloom weaver has the
following features. Ability Recharge: Legendary Actions. When
first bloodied, the skull lord regains all expended
Strength: Magic Resistance. While bloodied, uses of its legendary actions.
the gloom weaver has advantage on saving throws
against spells and other magical effects. New Ability: Cast Attack. While bloodied, if the
skull lord uses an action to cast a spell, it can make a
Trigger Ability: Spellcasting. When first melee attack as a bonus action.
bloodied, the gloom weaver can use its reaction to
cast a spell that normally requires an action to cast. Trigger Ability: Spellcasting. When first
bloodied, the skull lord can use its reaction to cast a
SHADOW DANCER spell that normally requires an action to cast.

When bloodied at 35 HP, the shadow dancer has SORROWSWORN
the following features.
THE ANGRY
New Ability: Beat Back. While bloodied, if the
shadow dancer is hit with a melee attack, it can When bloodied at 127 HP, the angry has the
make two Spiked Chain attacks against the creature following features.
that hit it as a reaction.
New Ability: Hook Yank. While bloodied, the
Trigger Ability: Cornered. When first bloodied, angry can use a bonus action to yank a Medium or
the shadow dancer can make a melee attack against smaller creature within 15 feet of it with its hook.
a creature within range as a reaction. The creature must succeed on a DC 15 Strength
saving throw or be pulled into an unoccupied space
SOUL MONGER of the angry’s choice within 5 feet of it.

When bloodied at 61 HP, the soul monger has the Strength: Made It Angry. While bloodied, the
following features. angry has advantage on saving throws against being
charmed, frightened, knocked prone, and stunned.
Ability Recharge: Wave of Weariness. When
first bloodied, the soul monger’s Wave of Weariness Trigger Ability: Rush Attack. As a reaction
ability is recharged. when first bloodied, the angry can move up to its
speed and make one melee weapon attack without
New Ability: Riposte. While bloodied, if a provoking opportunity attacks.
creature misses the soul monger with a melee
attack, it can use its reaction to make a melee THE HUNGRY
weapon attack against the creature.
When bloodied at 127 HP, the hungry has the
Trigger Ability: Cornered. When first bloodied, following features.
the soul monger can make a melee attack against a
creature within range as a reaction. Strength: Made It Angry. While bloodied, the
angry has advantage on saving throws against being
SKULK charmed, frightened, knocked prone, and stunned.

When bloodied at 9 HP, the skulk has the New Ability: Quick Sprint. While bloodied, the
following feature. hungry can take the Dash action as a bonus action.

New Ability: Ambush Predator. While Trigger Ability: Rush Attack. As a reaction
bloodied, the skulk can take the Hide action as when first bloodied, the angry can move up to its
a bonus action and has advantage on Dexterity speed and make one melee weapon attack without
(Stealth) checks. provoking opportunity attacks.

MORDENKAINEN’S TOME OF FOES 27

THE LONELY STAR SPAWN HULK

When bloodied at 56 HP, the lonely has the When bloodied at 68 HP, the star spawn hulk has
following features. the following features.

New Ability: Riposte. While bloodied, if a Ability Recharge: Reaping Arms. When first
creature misses the lonely with a melee attack, it bloodied, the star spawn’s Reaping Arms ability is
can use its reaction to make a melee weapon attack recharged.
against the creature.
New Ability: From the Stars. While bloodied,
Strength: Made It Angry. While bloodied, the the star spawn can cast the spell shield at will. If it
lonely has advantage on saving throws against being uses this trait, the star spawn has disadvantage on
charmed, frightened, knocked prone, and stunned. Intelligence, Wisdom, and Charisma saving throws
until the beginning of its next turn.
Trigger Ability: Cornered. When first bloodied,
the lonely can make a melee attack against a Strength: Made It Angry. While bloodied,
creature within range as a reaction. the star spawn has advantage on saving throws
against being charmed, frightened, knocked prone,
THE LOST and stunned.

When bloodied at 39 HP, the lost has the Trigger Ability: Rush Attack. As a reaction
following features. when first bloodied, the star spawn can move up
to its speed and make one melee weapon attack
New Ability: Scurry. While bloodied, if a without provoking opportunity attacks.
creature misses the lost with a melee attack, the
lost can use its reaction to move up to half its speed STAR SPAWN LAVA MAGE
without provoking opportunity attacks.
When bloodied at 84 HP, the star spawn lava mage
Strength: Made It Angry. While bloodied, the has the following features.
lost has advantage on saving throws against being
charmed, frightened, knocked prone, and stunned. Ability Recharge: Legendary Actions. When
first bloodied, the star spawn regains all expended
Trigger Ability: Cornered. When first bloodied, uses of its legendary actions.
the lost can make a melee attack against a creature
within range as a reaction. Ability Recharge: Plague of Worms. When
first bloodied, the star spawn’s Plague of Worms
THE WRETCHED ability is recharged.

When bloodied at 5 HP, the wretched has the New Ability: From the Stars. While bloodied,
following feature. the star spawn can cast the spell shield at will. If it
uses this trait, the star spawn has disadvantage on
Trigger Ability: Cornered. When first bloodied, Intelligence, Wisdom, and Charisma saving throws
the wretched can make a melee attack against a until the beginning of its next turn.
creature within range as a reaction.
Trigger Ability: Spellcasting. When first
STAR SPAWN bloodied, the star spawn can use its reaction to cast
a spell that normally requires an action to cast.
STAR SPAWN GRUE

When bloodied at 8 HP, the star spawn grue has
the following feature.

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

28 BLOODIED & BRUISED

STAR SPAWN MANGLER STEEDERS

When bloodied at 35 HP, the star spawn mangler FEMALE STEEDER
has the following features.
When bloodied at 15 HP, the female steeder has
Ability Recharge: Flurry of Claws. When first the following features.
bloodied, the star spawn’s Flurry of Claws ability is
recharged. Strength: Made It Angry. While bloodied, the
female steeder has advantage on saving throws
New Ability: From the Stars. While bloodied, against being charmed, frightened, knocked prone,
the star spawn can cast the spell shield at will. If it and stunned.
uses this trait, the star spawn has disadvantage on
Intelligence, Wisdom, and Charisma saving throws Trigger Ability: Cornered. When first bloodied,
until the beginning of its next turn. the female steeder can make a melee attack against a
creature within range as a reaction.
Trigger Ability: Cornered. When first bloodied,
the star spawn can make a melee attack against a MALE STEEDER
creature within range as a reaction.
When bloodied at 6 HP, the male steeder has the
STAR SPAWN SEER following feature.

When bloodied at 76 HP, the star spawn seer has Trigger Ability: Cornered. When first bloodied,
the following features. the male steeder can make a melee attack against a
creature within range as a reaction.
Ability Recharge: Collapse Distance. When
first bloodied, the star spawn’s Collapse Distance STEEL PREDATOR
ability is recharged.
When bloodied at 103 HP, the steel predator has
New Ability: From the Stars. While bloodied, the following features.
the star spawn can cast the spell shield at will. If it
uses this trait, the star spawn has disadvantage on Ability Recharge: Stunning Roar. When first
Intelligence, Wisdom, and Charisma saving throws bloodied, the steel predator’s Stunning Roar ability
until the beginning of its next turn. is recharged.

Trigger Ability: Cornered. When first bloodied, New Ability: Ambush Predator. While
the star spawn can make a melee attack against a bloodied, the steel predator can take the Hide action
creature within range as a reaction. as a bonus action and has advantage on Dexterity
(Stealth) checks.

Trigger Ability: Fight from the Shadows.
When first bloodied, the steel predator can use its
reaction to move up to its speed without provoking
opportunity attacks. It then takes the Hide action.

MORDENKAINEN’S TOME OF FOES 29

STONE CURSED TORTLES

When bloodied at 9 HP, the stone cursed has the TORTLE
following feature.
When bloodied at 11 HP, the tortle has the
Trigger Ability: Cornered. When first bloodied, following feature.
the stone cursed can make a melee attack against a
creature within range as a reaction. Trigger Ability: Cornered. When first bloodied,
the tortle can make a melee attack against a creature
SWORD WRAITH within range as a reaction.

SWORD WRAITH COMMANDER TORTLE DRUID

When bloodied at 63 HP, the sword wraith When bloodied at 16 HP, the tortle druid has the
commander has the following features. following feature.

New Ability: Repositioning. As a bonus action New Ability: Cast Attack. While bloodied, if
while bloodied, the sword wraith can command one the tortle druid uses an action to cast a spell, it
of its allies to reposition. The creature can use its can make a melee attack with disadvantage as a
reaction to move up to its speed without provoking bonus action.
opportunity attacks.
TROLLS
Trigger Ability: Tactical Retreat. When first
bloodied, the sword wraith can use its reaction DIRE TROLL
to move up to its speed without provoking
opportunity attacks. It then makes one attack with When bloodied at 86 HP, the dire troll has the
its longbow. following features.

Death Throes: Death’s Embrace. A cold Ability Recharge: Whirlwind of Claws. When
wind gusts out from where the sword wraith was, first bloodied, the troll’s Whirlwind of Claws ability
engulfing everyone nearby in a mournful embrace. is recharged.
Creatures within 10 feet of the sword wraith when
it dies must succeed on a DC 13 Wisdom saving Frailty: Fear of Fire. While bloodied, whenever
throw or gain 1 level of exhaustion. the troll takes fire damage, it must succeed on a DC
10 Wisdom saving throw or become frightened of
SWORD WRAITH WARRIOR the source of the fire until the end of its next turn.

When bloodied at 22 HP, the sword wraith warrior Strength: Made It Angry. While bloodied,
has the following features. the troll has advantage on saving throws against
being charmed, frightened, knocked prone, and
Trigger Ability: Tactical Retreat. When first stunned. This strength does not grant advantage on
bloodied, the sword wraith can use its reaction saving throws originating from the troll’s Fear of
to move up to its speed without provoking Fire frailty.
opportunity attacks. It then makes one attack with
its longbow. Trigger Ability: Cornered. When first bloodied,
the troll can make a melee attack against a creature
Death Throes: Death’s Embrace. A cold within range as a reaction.
wind gusts out from where the sword wraith was,
engulfing everyone nearby in a mournful embrace.
Creatures within 10 feet of the sword wraith when
it dies must succeed on a DC 13 Wisdom saving
throw or gain 1 level of exhaustion.

30 BLOODIED & BRUISED

ROT TROLL stunned. This strength does not grant advantage on
saving throws originating from the troll’s Fear of
When bloodied at 69 HP, the rot troll has the Fire frailty.
following features.
Trigger Ability: Cornered. When first bloodied,
Frailty: Fear of Fire. While bloodied, whenever the troll can make a melee attack against a creature
the troll takes fire damage, it must succeed on a DC within range as a reaction.
10 Wisdom saving throw or become frightened of
the source of the fire until the end of its next turn. VAMPIRIC MIST

Strength: Made It Angry. While bloodied, When bloodied at 15 HP, the vampiric mist has the
the troll has advantage on saving throws against following feature.
being charmed, frightened, knocked prone, and
stunned. This strength does not grant advantage on Trigger Ability: Rush Attack. As a reaction
saving throws originating from the troll’s Fear of when first bloodied, the vampiric mist can move up
Fire frailty. to its speed and use its Life Drain ability without
provoking opportunity attacks.
Trigger Ability: Cornered. When first bloodied,
the troll can make a melee attack against a creature YUGOLOTHS
within range as a reaction.
CANOLOTH
SPIRIT TROLL
When bloodied at 60 HP, the canoloth has the
When bloodied at 48 HP, the spirit troll has the following features.
following features.
New Ability: Dimensional Foresight. While
Frailty: Torn Shape. While bloodied, the troll’s bloodied, the canoloth can detect if a creature
speed is lowered by 10 feet (to a minimum of 5 feet) teleports to or from a space within 300 feet of it.
and its AC is lowered by 1. The canoloth learns both the starting point and
destination of the teleportation, even if those points
Strength: Made It Angry. While bloodied, the aren’t within range.
troll has advantage on saving throws against being
charmed, frightened, knocked prone, and stunned. New Ability: Strong Grapple. While bloodied,
the canoloth has advantage on attack rolls against
Trigger Ability: Cornered. When first bloodied, creatures it has grappled.
the troll can make a melee attack against a creature
within range as a reaction. DHERGOLOTH

VENOM TROLL When bloodied at 59 HP, the dhergoloth has the
following features.
When bloodied at 47 HP, the venom troll has the
following features. Ability Recharge: Flailing Claws. When first
bloodied, the dhergoloth’s Flailing Claws ability is
Ability Recharge: Venom Spray. When recharged.
first bloodied, the troll’s Venom Spray ability is
recharged. New Ability: Scurry. While bloodied, if a
creature misses the dhergoloth with a melee
Frailty: Fear of Fire. While bloodied, whenever attack, the dhergoloth can use its reaction to
the troll takes fire damage, it must succeed on a DC move up to half its speed without provoking
10 Wisdom saving throw or become frightened of opportunity attacks.
the source of the fire until the end of its next turn.
Trigger Ability: Teleporting Strike. When first
Strength: Made It Angry. While bloodied, bloodied, the dhergoloth can use its Teleport action
the troll has advantage on saving throws against as a reaction. After using Teleport in this way, it can
being charmed, frightened, knocked prone, and immediately cast a spell, restricted to spells it can
cast at will.

MORDENKAINEN’S TOME OF FOES 31

HYDROLOTH YAGNOLOTH

When bloodied at 67 HP, the hydroloth has the When bloodied at 73 HP, the yagnoloth has the
following features. following features.

New Ability: Standing Leap. While bloodied, Ability Recharge: Battlefield Cunning. When
the hydroloth’s long jump is up to 30 feet and first bloodied, the yagnoloth’s Battlefield Cunning
its high jump is up to 15 feet, with or without a ability is recharged.
running start.
Trigger Ability: Teleporting Strike. When first
Trigger Ability: Teleporting Strike. When first bloodied, the yagnoloth can use its Teleport action
bloodied, the hydroloth can use its Teleport action as a reaction. After using Teleport in this way, it can
as a reaction. After using Teleport in this way, it can immediately cast a spell, restricted to spells it can
immediately cast a spell, restricted to spells it can cast at will.
cast at will.

MERRENOLOTH

When bloodied at 20 HP, the merrenoloth has the
following feature.

Trigger Ability: Teleporting Strike. When
first bloodied, the merrenoloth can use its Teleport
action as a reaction. After using Teleport in this
way, it can immediately cast a spell, restricted to
spells it can cast at will.

OINOLOTH

When bloodied at 63 HP, the oinoloth has the
following features.

Ability Recharge: Bringer of Plagues. When
first bloodied, the oinoloth’s Bringer of Plagues
ability is recharged.

Ability Recharge: Corrupted Healing. When
first bloodied, the oinoloth’s Corrupted Healing
ability is recharged.

Trigger Ability: Teleporting Strike. When first
bloodied, the oinoloth can use its Teleport action as
a reaction. After using Teleport in this way, it can
immediately cast a spell, restricted to spells it can
cast at will.

32 BLOODIED & BRUISED


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