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

MORDENKAINEN’S TOME OF FOES 3


BLOODIED & BRUISED
MORDENKAINEN’S TOME OF FOES

T he bugbear chief nurses a gushing


wound in her side before issuing an
order of retreat to her allies. A bright
light forms around the angel’s dying
body, blinding everyone near it as it passes on from
the world of the living. With blood streaming down
its torso, an enraged hill giant slams its fists into the
condition. This number is static and doesn’t take
into account things like additional hit points or
similar effects.
Some creatures gain new abilities when they
become bloodied, making them fight harder or
more desperately than before. Some abilities can
only be triggered once during an encounter, while
ground and causes the earth around it to quake. others persist for as long as the creature is bloodied.
Bloodied & Bruised provides special combat • While Bloodied… Traits that have this or
actions to the creatures in Mordenkainen’s Tome similar text in the opening, persist for as long
of Foes offering new tactics for them to employ as the creature is bloodied.
in battle. Some of these abilities only have a light • When First Bloodied… Traits that have this
impact on how the creature acts, while other text in the opening are only triggered when
“bloodied features” completely change how the the creature is first bloodied in an encounter.
monster behaves in battle. Bloodied & Bruised is If the creature is healed out of its bloodied
designed to make the latter half of battle more state and then made bloodied again later
teeth-clenching than the rounds that came before it. during the same encounter, this ability doesn’t
trigger again.
THE BLOODIED CONDITION
Player characters can become bloodied as well.
The “bloodied” condition, originally from 4e, is This information can be useful for the party’s
used to signify how a creature is faring in a combat opponents, as they can see who among the party
scenario. A creature becomes bloodied when it is closest to falling unconscious and target them
reaches half of its hit point maximum (rounded accordingly. Some creatures, like lycanthropes, even
down), which acts as a way of communicating get abilities that make them extra deadly against
the state of an opponent in a fight. Telling the bloodied characters.
players the creature they are fighting is bloodied What is an Encounter? An “encounter” is any
shows them how far along in the fight they are and physical conflict that the party has against enemies,
whether they should be planning a retreat or going monsters, or the environment. Its beginning is
in for the kill. signified by rolling initiative, and it ends when all
For consistency’s sake, all creatures listed in this characters are out of initiative. Trigger abilities, as
document are given the “bloodied” condition, even presented in this document, can only be used once
where that word may not be the most suitable to per encounter.
use. In some cases, such as with constructs and Bloodied Critters. If a creature has 10 hit points
oozes, the terms “bruised” or “battered” better or less, this document provides it with no bloodied
describe how a creature is faring in a fight. This abilities. A creature with so few hit points would
document also notes the hit point amount a rarely be in a fight for more than a round or two,
specific creature must have to receive the bloodied

4 BLOODIED & BRUISED


and bloodied abilities are excessive for its stat block.
However, if you wish to add a bloodied ability to
DEATH THROES
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
A creature’s abilities depend on the resources the into their stat block. This document adds new
creature has on hand. If a creature is animal-like in Death Throes to several other creatures that the
nature, it lashes out in desperation or grows tired DM can use to make an encounter more destructive
as the fight goes on, while humanoid opponents or unique.
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
The amount of bloodied abilities also depends on fall damage, is obliterated
the creature’s CR. There is no reason for a creature such as with the
with only a few hit points to have a ton of new disintegrate spell, or suffers
possible actions it can do if it’s gonna be defeated instant death, it’s up to the
in a couple of rounds anyway. Lower CR creatures DM whether the Death
don’t have as many or as complex bloodied abilities Throes occur or not.
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
of it expands and empties. Creatures within 150
ALLIP 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)
Ability Recharge: Howling Babble. When force damage, and is pushed back 30 feet by bones,
first bloodied, the allip’s Howling Babble ability is broken weapons, and other expelled debris. On
recharged. a successful save, a creature takes half as much
Frailty: Torn Shape. While bloodied, the allip’s damage and isn’t pushed.
speed is lowered by 10 feet (to a minimum of 5 feet)
and its AC is lowered by 1. BALHANNOTH
Death Throes: Death’s Embrace. A cold When bloodied at 57 HP, the balhannoth has the
wind gusts out from where the allip was, engulfing following features.
everyone nearby in a chilly embrace. Creatures
Ability Recharge: Legendary Actions. When
within 10 feet of the allip when it dies must succeed
first bloodied, the balhannoth regains all expended
on a DC 14 Wisdom saving throw or gain 1 level of
uses of its legendary actions.
exhaustion.
Strength: Made It Angry. While bloodied,
the balhannoth has advantage on saving throws
ASTRAL DREADNOUGHT against being charmed, frightened, knocked prone,
When bloodied at 148 HP, the astral dreadnought and stunned.
has the following features. Strength: Tighter Grasp. While bloodied,
Ability Recharge: Legendary Actions. When creatures grappled by the balhannoth have
first bloodied, the astral dreadnought regains all disadvantage on checks made to escape its grasp.
expended uses of its legendary actions.
New Ability: Trained Eye. As a bonus action BERBALANG
while bloodied, the astral dreadnought can keep When bloodied at 19 HP, the berbalang has the
its eye on a character of its choice that it can see following features.
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,
Trigger Ability: Fly Away. When first bloodied,
turning its body as the creature moves and letting
the berbalaong can use its reaction to fly up to 40
its gaze follow it. The astral dreadnought can choose
feet away without provoking opportunity attacks.
to end this ability early (no action required).
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 Frailty: Malfunction. While bloodied, the
Claw attack as a bonus action after using its Shadow clockwork doesn’t work as optimally. Its speed is
Jump action. 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 Death Throes: Arcane Boom. A small arcane
increases by 2. However, while bloodied and in explosion happens as the clockwork ceases to
bright light, the boneclaw’s AC decreases by 2. function. Each creature in a 10-foot radius of
the clockwork when it expires takes 5 (2d4)
CADAVER COLLECTOR force damage.
When bloodied at 94 HP, the cadaver collector has
the following features. IRON COBRA
When bloodied at 22 HP, the iron cobra has the
Ability Recharge: Paralyzing Breath. When following features.
first bloodied, the cadaver collector’s Paralyzing
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 New Ability: Slippery. While bloodied, the
must make a DC 18 Dexterity saving throw, taking clockwork has advantage on ability checks and
22 (4d10) piercing damage plus 16 (3d10) necrotic saving throws made to resist being grappled or
damage on a failed save, or half as much damage on restrained.
a successful save. If any Medium or smaller creature Death Throes: Arcane Boom. A small arcane
in the line fails the save by 5 or more, it is also explosion happens as the clockwork ceases to
grappled and restrained by the cadaver collector function. Each creature in a 10-foot radius of
(escape DC 18) as it is pierced by the spikes on its the clockwork when it expires takes 12 (5d4)
back. The cadaver collector can grapple up to six force damage.
Medium or smaller creatures on its back at once.

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
following features. DEATHLOCK
Ability Recharge: Explosive Bolt. When first When bloodied at 18 HP, the deathlock has the
bloodied, the clockwork’s Explosive Bolt ability is following features.
recharged. Trigger Ability: Spellcasting. When first
Frailty: Malfunction. While bloodied, the bloodied, the deathlock can use its reaction to cast
clockwork doesn’t work as optimally. Its speed is a spell that normally requires an action to cast.
lowered by 5 feet (to a minimum of 10 feet) and it This reaction is limited to spells the deathlock can
cannot take reactions. cast at will.
Death Throes: Arcane Boom. A small arcane Death Throes: Everlasting Service. When the
explosion happens as the clockwork ceases to deathlock dies, its patron forces it to return to life
function. Each creature in a 10-foot radius of and stay in service. The deathlock makes a DC 10
the clockwork when it expires takes 12 (5d4) Constitution saving throw. On a successful save,
force damage. the deathlock remains alive with 1 hit point. Every
time the deathlock repeats this save after the first,
STONE DEFENDER the DC increases by 5. The DC resets to 10 after the
When bloodied at 26 HP, the stone defender has deathlock finishes a long rest.
the following features.
Frailty: Malfunction. While bloodied, the DEATHLOCK MASTERMIND
clockwork doesn’t work as optimally. Its speed is When bloodied at 55 HP, the deathlock
lowered by 5 feet (to a minimum of 10 feet) and it mastermind has the following features.
cannot take reactions. New Ability: Cast Attack. While bloodied, if the
New Ability: Battle Presence. While bloodied, deathlock uses an action to cast a spell, it can make
the clockwork can take two reactions each round. a melee attack with disadvantage as a bonus action.
Death Throes: Arcane Boom. A small arcane Trigger Ability: Spellcasting. When first
explosion happens as the clockwork ceases to bloodied, the deathlock can use its reaction to cast
function. Each creature in a 10-foot radius of a spell that normally requires an action to cast.
the clockwork when it expires takes 12 (5d4) This reaction is limited to spells the deathlock can
force damage. cast at will.
Death Throes: Everlasting Service. When the
CORPSE FLOWER deathlock dies, its patron forces it to return to life
When bloodied at 63 HP, the corpse flower has the and stay in service. The deathlock makes a DC 10
following features. Constitution saving throw. On a successful save,
the deathlock remains alive with 1 hit point. Every
Strength: Improved Harvest the Dead. While time the deathlock repeats this save after the first,
bloodied, the corpse flower can use its Harvest the the DC increases by 5. The DC resets to 10 after the
Dead action as a bonus action. deathlock finishes a long rest.
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
Death Throes: Everlasting Service. When the effects that would knock it prone.
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 When bloodied at 18 HP, the dybbuk has the
deathlock finishes a long rest. following features.
Ability Recharge: Possess Corpse. When first
DEMONS bloodied, the dybbuk’s Possess Corpse ability is
recharged.
ALKILITH Trigger Ability: Spellcasting. When first
When bloodied at 78 HP, the alkilith has the bloodied, the dybbuk can use its reaction to cast
following features. a spell that normally requires an action to cast.
New Ability: Abyssal Spores. While bloodied, This reaction is limited to spells the dybbuk can
the alkilith continuously produces a thin mist of cast at will.
spores from its body. Any non-demon that starts its
turn within 5 feet of the alkilith must succeed on a MAUREZHI
DC 18 Constitution saving throw or be poisoned When bloodied at 44 HP, the maurezhi has the
until the end of its next turn. On a successful save, following features.
the creature is immune to the alkilith’s Abyssal Ability Recharge: Raise Ghoul. When first
Spores for 24 hours. bloodied, the maurezhi’s Raise Ghoul ability is
New Ability: Spider Climb. While bloodied, recharged.
the alkilith can climb difficult surfaces, including New Ability: Master of Ghouls. While bloodied,
upside down on ceilings, without needing to make the maurezhi has advantage on attack rolls if
an ability check. there is an allied ghoul or ghast within 5 feet of
the maurezhi, and the allied ghoul or ghast isn’t
ARMANITE incapacitated.
When bloodied at 42 HP, the armanite has the
following features.
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
Trigger Ability: Spellcasting. When first sibriex’s Contamination have disadvantage on death
bloodied, the molydeus can use its reaction to cast saving throws. In addition, hit points regained in
a spell that normally requires an action to cast. the area of the Contamination are halved.
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
When bloodied at 95 HP, the nabassu has the cast at will.
following features.
New Ability: Dive Attack. While bloodied, if the WASTRILITH
nabassu is flying and dives at least 30 feet straight When bloodied at 78 HP, the wastrilith has the
toward a target and then hits it with a melee weapon following features.
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
Trigger Ability: Fly Away. When first bloodied, between its scales. A non-fiend that starts its turn
the nabassu can use its reaction to fly up to 30 feet within the area or enters it for the first time on a
away without provoking opportunity attacks. turn must succeed on a DC 16 Dexterity saving
throw or fall prone.
RUTTERKIN New Ability: Summon Water Weird
When bloodied at 18 HP, the rutterkin has the (Recharge 6). As an action while bloodied, the
following features. wastrilith summons a water weird. The water
New Ability: Quick Sprint. While bloodied, weird appears at a point of the wastrilith’s choice
the rutterkin can take the Dash action as a within 60 feet of it and it follows its commands (no
bonus action. action required).
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


its killer. The creature that killed Demogorgon must
DEMON LORDS succeed on a DC 25 Wisdom saving throw or suffer
BAPHOMET the curse for seven days. On a successful save, it
When bloodied at 137 HP, Baphomet has the suffers the curse for only 24 hours.
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
New Ability: Fear the Lord. When Baphomet
or similar effect.
takes the Multiattack action while bloodied, it can
use its Frightful Presence before making any attacks. FRAZ-URB’LUU
New Ability: The Lord Sees All. While bloodied, When bloodied at 203 HP, Fraz-Urb’luu has the
Baphomet always has the detect magic spell active following features.
without the need for concentration.
Ability Recharge: Legendary Actions. When
Death Throes: Curse of the Demon Lord.
first bloodied, Fraz-Urb’luu regains all expended
When Baphomet dies, it curses the creature that
uses of its legendary actions.
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
Trigger Ability: Spellcasting. When first
suffers the curse for only 24 hours.
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
Death Throes: Curse of the Demon Lord.
disadvantage on Wisdom saving throws, and it does
When Fraz-Urb’luu dies, it curses the creature that
not regain hit points after finishing a long rest. The
dealt the killing blow to its form, provided it can see
curse can be removed early by a remove curse spell
its killer. The creature that killed Fraz-Urb’luu must
or similar effect.
succeed on a DC 25 Wisdom saving throw or suffer
DEMOGORGON the curse for seven days. On a successful save, it
When bloodied at 203 HP, Demogorgon has the suffers the curse for only 24 hours.
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
New Ability: The Lord Sees All. While bloodied,
or similar effect.
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
When bloodied at 173 HP, Graz’zt has the on a DC 25 Wisdom saving throw or suffer the
following features. curse for seven days. On a successful save, it suffers
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
Strength: Improved Teleport. While bloodied,
not regain hit points after finishing a long rest. The
Graz’zt can make one melee attack using Wave of
curse can be removed early by a remove curse spell
Sorrow as a bonus action after using its Teleport.
or similar effect.
New Ability: The Lord Sees All. While bloodied,
Graz’zt always has the detect magic spell active ORCUS
without the need for concentration. When bloodied at 202 HP, Orcus has the
Death Throes: Curse of the Demon Lord. following features.
When Graz’zt dies, it curses the creature that dealt
Ability Recharge: Legendary Actions. When
the killing blow to its form, provided it can see its
first bloodied, Orcus regains all expended uses of its
killer. The creature that killed Graz’zt must succeed
legendary actions.
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,
While cursed in this way, the creature is
the area within 120 feet of Orcus is difficult terrain
vulnerable to damage dealt by demons, it has
for bloodied creatures other than Orcus.
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
When bloodied at 175 HP, Juiblex has the the killing blow to its form, provided it can see its
following features. killer. The creature that killed Orcus must succeed
on a DC 25 Wisdom saving throw or suffer the
Ability Recharge: Eject Slime. When first
curse for seven days. On a successful save, it suffers
bloodied, Juiblex’s Eject Slime ability is recharged.
the curse for only 24 hours.
Ability Recharge: Legendary Actions. When
While cursed in this way, the creature is
first bloodied, Juiblex regains all expended uses of
vulnerable to damage dealt by demons, it has
its legendary actions.
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
Juiblex 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.
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
When bloodied at 166 HP, Yeenoghu has the succeed on a DC 25 Wisdom saving throw or suffer
following features. the curse for seven days. On a successful save, it
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
New Ability: The Lord Sees All. While bloodied,
not regain hit points after finishing a long rest. The
Yeenoghu 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.
Strength: Sprint Attack. While bloodied, when
Yeenoghu moves at least 20 feet in a straight line
and then hits a creature with a melee attack, the
DERRO
attack deals one extra die of damage. DERRO
Death Throes: Curse of the Demon Lord. When bloodied at 6 HP, the derro has the
When Yeenoghu dies, it curses the creature that following feature.
dealt the killing blow to its form, provided it can
Trigger Ability: Cornered. When first bloodied,
see its killer. The creature that killed Yeenoghu must
the derro can make a melee attack against a creature
succeed on a DC 25 Wisdom saving throw or suffer
within range as a reaction.
the curse for seven days. On a successful save, it
suffers the curse for only 24 hours. DERRO SAVANT
While cursed in this way, the creature is When bloodied at 18 HP, the derro savant has the
vulnerable to damage dealt by demons, it has following features.
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
When bloodied at 152 HP, Zuggtmoy has the spell that normally requires an action to cast. This
following features. reaction is limited to spells the derro can cast at will.
Ability Recharge: Legendary Actions. When
first bloodied, Zuggtmoy regains all expended uses
DEVILS
of its legendary actions. BLACK ABISHAI
Ability Recharge: Mind Control Spores. When When bloodied at 29 HP, the black abishai has the
first bloodied, Zuggtmoy’s Mind Control Spores following features.
ability is recharged.
Ability Recharge: Creeping Darkness. When
New Ability: The Lord Sees All. While bloodied,
first bloodied, the abishai’s Creeping Darkness
Zuggtmoy always has the detect magic spell active
ability is recharged.
without the need for concentration.
New Ability: Acidic Hide. While bloodied, the
Trigger Ability: Spellcasting. When first
abishai is covered in acidic blood. Any creature who
bloodied, Zuggtmoy can use its reaction to cast a
touches the dragon or hits it with an unarmed strike
spell that normally requires an action to cast.
takes 5 (1d10) acid damage.
Death Throes: Curse of the Demon Lord.
Trigger Ability: Cornered. When first bloodied,
When Zuggtmoy dies, it curses the creature that
the abishai can use its reaction to make a Bite attack
dealt the killing blow to its form, provided it can see
against a creature within range.

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
New Ability: Static Sparks. While bloodied abishai is standing becomes slick with ice and is
and on the ground, lightning crackles across the considered difficult terrain. When a creature ends
abishai’s body. If a creature also standing on the its turn in the area or enters the area for the first
ground hits the abishai with an unarmed strike or a time, it must succeed on a DC 14 Dexterity saving
melee weapon made of metal, the creature takes 11 throw or fall prone. The abishai is not affected
(2d10) lightning damage. by the ice.
Trigger Ability: Cornered. When first bloodied, Strength: Sprint Attack. While bloodied, when
the abishai can use its reaction to make a Bite attack the abishai moves at least 20 feet in a straight line
against a creature within range. and then hits a creature with a melee attack, the
attack deals one extra die of damage.
GREEN ABISHAI Trigger Ability: Cornered. When first bloodied,
When bloodied at 93 HP, the green abishai has the the abishai can use its reaction to make a melee
following features. attack against a creature within range.
New Ability: Poison Cloud. While bloodied,
tendrils of poisonous gas leak out of the abishai in AMNIZU
a 5-foot radius from its body. When a creature first When bloodied at 101 HP, the amnizu has the
moves into the gas or ends its turn there, it takes 5 following features.
(1d10) poison damage. Ability Recharge: Forgetfulness. When first
Trigger Ability: Cornered. When first bloodied, bloodied, the amnizu’s Forgetfulness ability is
the abishai can use its reaction to make a melee recharged.
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.
New Ability: Overheating. While bloodied, the ORTHON
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) New Ability: Attacking with Intent. While
fire damage. If a gallon or more water is dumped on bloodied, if the orthon uses its action to fire its
the hellfire engine, this trait is suppressed until the Infernal Crossbow and misses, it can make one
end of the hellfire engine’s next turn. 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 Trigger Ability: Tactical Retreat. When first
the ground. Each creature in a 10-foot radius of bloodied, the orthon can use its reaction to move up
the hellfire engine when it expires takes 12 (5d4) to its speed without provoking opportunity attacks.
force damage. 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
Bael uses an action to cast a spell, it can make a
NARZUGON melee attack as a bonus action.
When bloodied at 56 HP, the narzugon has the Strength: Increased Speed. While bloodied,
following features. Bael’s speed is 45 feet instead of 30 feet.
Strength: Mounted Superiority. While Death Throes: Archdevil Soul Grip. When
bloodied and mounted on a nightmare, the Bael dies, the wicked power of an infernal archdevil
marzugon has advantage on all saving throws. It rushes through the creature that killed it. The
also has advantage on checks made to stay mounted creature that killed Bael must succeed on a DC 25
on the nightmare. 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
When bloodied at 150 HP, Geryon has the DC 25 Constitution saving throw or suffer a disease
following features. on its soul for seven days. On a successful save, it
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
New Ability: Cast Attack. While bloodied, if
behave as if the heat metal spell was cast on it.
Geryon uses an action to cast a spell, it can make a
melee attack as a bonus action. MOLOCH
New Ability: Slither. While bloodied, When bloodied at 126 HP, Moloch has the
Geryon can move through spaces occupied by following features.
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
Death Throes: Archdevil Soul Grip. When
recharged.
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
New Ability: Cast Attack. While bloodied, if
on its soul for seven days. On a successful save, it
Moloch uses an action to cast a spell, it can make a
suffers the disease for only 24 hours.
melee attack as a bonus action.
While diseased, the creature is vulnerable to
Death Throes: Archdevil Soul Grip. When
damage dealt by devils, it has disadvantage on
Moloch dies, the wicked power of an infernal
ability checks, and any metal weapons it holds
archdevil rushes through the creature that killed it.
behave as if the heat metal spell was cast on it.
The creature that killed Moloch must succeed on a
HUTIJIN DC 25 Constitution saving throw or suffer a disease
When bloodied at 100 HP, Hutijin has the on its soul for seven days. On a successful save, it
following features. suffers the disease for only 24 hours.
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
Ability Recharge: Legendary Actions. When
behave as if the heat metal spell was cast on it.
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
following features. DROW ARACHNOMANCER
Ability Recharge: Legendary Actions. When When bloodied at 81 HP, the drow arachnomancer
first bloodied, Titivilus regains all expended uses of has the following features.
its legendary actions. Ability Recharge: Web. When first bloodied, the
New Ability: Cast Attack. While bloodied, if drow’s Web ability is recharged.
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
Death Throes: Archdevil Soul Grip. When level or higher as an action, it can cast a cantrip
Titivilus dies, the wicked power of an infernal that normally requires an action to cast as a bonus
archdevil rushes through the creature that killed it. action on that same turn if it chooses.
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
damage dealt by devils, it has disadvantage on DROW FAVORED CONSORT
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.
New Ability: Pressured Casting (Recharge
ZARIEL 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
Ability Recharge: Horrid Touch. When first action on that same turn if it chooses.
bloodied, Zariel’s Horrid Touch ability is recharged. Trigger Ability: Tactical Retreat. When first
Ability Recharge: Legendary Actions. When bloodied, the drow can use its reaction to move up
first bloodied, Zariel regains all expended uses of its to its speed without provoking opportunity attacks.
legendary actions. It then makes one attack with its crossbow.
New Ability: Cast Attack. While bloodied, if
Zariel uses an action to cast a spell, it can make a DROW HOUSE CAPTAIN
melee attack as a bonus action. When bloodied at 81 HP, the drow house captain
Death Throes: Archdevil Soul Grip. When has the following features.
Zariel dies, the wicked power of an infernal New Ability: Potent Bolts. While bloodied, the
archdevil rushes through the creature that killed it. drow uses more potent ammunition. The drow’s
The creature that killed Zariel must succeed on a Hand Crossbow attack deals an additional 7 (2d6)
DC 25 Constitution saving throw or suffer a disease poison damage on a hit.
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
While diseased, the creature is vulnerable to to its speed without provoking opportunity attacks.
damage dealt by devils, it has disadvantage on It then makes one attack with its crossbow.
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
the following features. DUERGAR DESPOT
New Ability: Pressured Casting (Recharge When bloodied at 59 HP, the duergar despot has
6). While bloodied, if the drow casts a spell of 1st the following features.
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
Trigger Ability: Tactical Retreat. When first provoking opportunity attacks.
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
mother has the following features. DUERGAR HAMMERER
New Ability: Pressured Casting (Recharge When bloodied at 16 HP, the duergar hammerer
6). While bloodied, if the drow casts a spell of 1st has the following feature.
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
Trigger Ability: Tactical Retreat. When first provoking opportunity attacks.
bloodied, the drow can use its reaction to move up
to its speed without provoking opportunity attacks. DUERGAR KAVALRACHNI
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
New Ability: Potent Bolts. While bloodied, the provoking opportunity attacks.
drow uses more potent ammunition. The drow’s
Hand Crossbow attack deals an additional 7 (2d6) DUERGAR MIND MASTER
poison damage on a hit. When bloodied at 19 HP, the duergar mind master
Trigger Ability: Tactical Retreat. When first has the following features.
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
when first bloodied, the duergar can move up to its
DUERGAR SOULBLADE speed and make one melee weapon attack without
When bloodied at 9 HP, the duergar soulblade has provoking opportunity attacks.
the following feature.
Trigger Ability: Rush Attack. As a reaction EIDOLON
when first bloodied, the duergar can move up to its
speed and make one melee weapon attack without EIDOLON
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
When bloodied at 37 HP, the duergar warlord has level of exhaustion.
the following features.
Ability Recharge: Invisibility. When first SACRED STATUE
bloodied, the duergar’s Invisibility ability is When bloodied at 47 HP, the sacred statue has the
recharged. following features.
New Ability: Repositioning. As a bonus action New Ability: Unmoving Rock. While bloodied,
while bloodied, the duergar can command one the sacred statue cannot be moved against its will,
of its allies to reposition. The creature can use its and it has advantage on the first attack it makes
reaction to move up to its speed without provoking on its turn if it has not moved since the start of its
opportunity attacks. last turn.
Trigger Ability: Rush Attack. As a reaction Death Throes: Arcane Boom. A small arcane
when first bloodied, the duergar can move up to its explosion happens as the sacred statue falls to the
speed and make one melee weapon attack without ground. Each creature in a 10-foot radius of the
provoking opportunity attacks. golem when it expires takes 12 (5d4) force damage.
An eidolon is immune to this damage.

MORDENKAINEN’S TOME OF FOES 19


ELADRIN WINTER ELADRIN
When bloodied at 63 HP, the winter eladrin has the
AUTUMN ELADRIN following features.
When bloodied at 63 HP, the autumn eladrin has Ability Recharge: Fey Step. When first
the following features. bloodied, the eladrin’s Fey Step ability is recharged.
Ability Recharge: Fey Step. When first Strength: Fey Born. While bloodied, the eladrin
bloodied, the eladrin’s Fey Step ability is recharged. cannot be charmed and magic can’t put it to sleep.
Strength: Fey Born. While bloodied, the eladrin Trigger Ability: Tactical Retreat. When first
cannot be charmed and magic can’t put it to sleep. 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
Strength: Fey Born. While bloodied, the eladrin uses of its legendary actions.
cannot be charmed and magic can’t put it to sleep. Ability Recharge: Tidal Wave. When first
Trigger Ability: Tactical Retreat. When first bloodied, the leviathan’s Tidal Wave ability is
bloodied, the eladrin can use its reaction to move recharged.
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
When bloodied at 63 HP, the summer eladrin has is heavily obscured for any creature other than the
the following features. leviathan, and lasts until the start of the leviathan’s
Ability Recharge: Fey Step. When first next turn.
bloodied, the eladrin’s Fey Step ability is recharged. Death Throes: Elemental Explosion. An
Strength: Fey Born. While bloodied, the eladrin elemental explosion creates a shockwave of energy.
cannot be charmed and magic can’t put it to sleep. Each creature in a 10-foot radius of the leviathan
Trigger Ability: Tactical Retreat. When first when it dies must succeed on a DC 20 Dexterity
bloodied, the eladrin can use its reaction to move saving throw or take 33 (6d10) cold damage.
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
When bloodied at 87 HP, the phoenix has the elder tempest or enters the area for the first time
following features. must succeed on a DC 20 Strength saving throw if
it is holding something in its hand, like a weapon or
Ability Recharge: Legendary Actions. When
an item. On a failed save, the item is ripped from its
first bloodied, the phoenix regains all expended
hand and flies 20 feet away in a random direction.
uses of its legendary actions.
Death Throes: Elemental Explosion. An
New Ability: Hurl Flame. While bloodied,
elemental explosion creates a shockwave of
the phoenix gains a new attack action with the
energy. Each creature in a 10-foot radius of the
following details: Ranged Spell Attack: +10 to
elder tempest when it dies must succeed on a
hit, reach 60 ft., one creature. Hit: 12 (2d6 + 5)
DC 20 Dexterity saving throw or take 33 (6d10)
fire damage.
piercing damage.
When using its Multiattack, the phoenix can
replace one of its available attacks with a Hurl ZARATAN
Flame attack. When bloodied at 153 HP, the zaratan has the
Death Throes: Fiery Death and Rebirth following features.
(Taken from the Statblock). When the phoenix
Ability Recharge: Legendary Actions. When
dies, it explodes. Each creature within 60-feet of it
first bloodied, the zaratan regains all expended uses
must make a DC 20 Dexterity saving throw, taking
of its legendary actions.
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,
Death Throes: Elemental Explosion. An
though no more than once per round. The cinder
elemental explosion creates a shockwave of
is immune to all damage, and after 1d6 days, it
energy. Each creature in a 10-foot radius of
hatches a new phoenix.
the zaratan when it dies must succeed on a DC
ELDER TEMPEST 20 Dexterity saving throw or take 33 (6d10)
When bloodied at 132 HP, the elder tempest has bludgeoning damage.
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
When bloodied at 61 HP, the fire elemental
AIR ELEMENTAL MYRMIDON myrmidon has the following features.
When bloodied at 58 HP, the air elemental Ability Recharge: Fiery Strikes. When first
myrmidon has the following features. bloodied, the myrmidon’s Fiery Strikes ability is
Ability Recharge: Lightning Strike. When first recharged.
bloodied, the myrmidon’s Lightning Strike ability is New Ability: Hurl Flame. While bloodied,
recharged. 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 When using its Multiattack, the myrmidon can
succeed on a DC 13 Strength saving throw if it is replace one of its available attacks with a Hurl
holding something in its hand, like a weapon or an Flame attack.
item. On a failed save, the item is ripped from its Death Throes: Elemental Explosion. An
hand and flies 20 feet away in a random direction. elemental explosion creates a shockwave of energy.
Death Throes: Elemental Explosion. An Each creature in a 10-foot radius of the myrmidon
elemental explosion creates a shockwave of energy. when it dies must succeed on a DC 15 Dexterity
Each creature in a 10-foot radius of the myrmidon saving throw or take 11 (2d10) fire damage.
when it dies must succeed on a DC 15 Dexterity
saving throw or take 11 (2d10) piercing damage. WATER ELEMENTAL MYRMIDON
When bloodied at 63 HP, the water elemental
EARTH ELEMENTAL MYRMIDON myrmidon has the following features.
When bloodied at 63 HP, the earth elemental Ability Recharge: Freezing Strikes. When first
myrmidon has the following features. bloodied, the myrmidon’s Freezing Strikes ability is
Ability Recharge: Thunderous Strike. When recharged.
first bloodied, the myrmidon’s Thunderous Strike New Ability: Mist. While bloodied, at the start of
ability is recharged. the myrmidon’s turn, the water elemental chooses
New Ability: Wall of Stone (Recharge 6). As four adjacent 5-foot-by-5-foot squares within 30
an action while bloodied, the myrmidon can cast feet of it and fills them with dense mist. The chosen
the wall of stone spell (save DC 15). The myrmidon area is heavily obscured for any creature other than
can only have one instance of the spell active the myrmidon, and lasts until the start of the water
at a time. elemental’s next turn.
New Ability: Hard as Rock. While bloodied, the Death Throes: Elemental Explosion. An
myrmidon can use its reaction to add 2 to its AC elemental explosion creates a shockwave of energy.
against one melee attack that would hit it. To do so, Each creature in a 10-foot radius of the myrmidon
the earth elemental must see the attacker. 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 93 HP, the githyanki supreme
When bloodied at 30 HP, the giff has the commander has the following features.
following features.
Ability Recharge: Legendary Actions. When
Strength: Precision Shot. While bloodied, the first bloodied, the githyanki regains all expended
giff doesn’t have disadvantage on ranged weapon uses of its legendary actions.
attacks made at long range. New Ability: Repositioning. As a bonus action
Trigger Ability: Tactical Retreat. When first while bloodied, the githyanki can command one
bloodied, the giff can use its reaction to move up to of its allies to reposition. The creature can use its
its speed without provoking opportunity attacks. It reaction to move up to its speed without provoking
then makes one attack with its musket. opportunity attacks.
Trigger Ability: Cornered. When first bloodied,
GITH the githyanki can make a melee attack against a
GITHYANKI GISH creature within range as a reaction.
When bloodied at 61 HP, the githyanki gish has the
GITHZERAI ANARCH
following features.
When bloodied at 72 HP, the githzerai anarch has
New Ability: Parry. While bloodied, the the following features.
githyanki can use its reaction to add 3 to its AC
Ability Recharge: Legendary Actions. When
against one melee attack that would hit it. To do so,
first bloodied, the githyanki regains all expended
the githyanki must see the attacker and be wielding
uses of its legendary actions.
a melee weapon.
New Ability: Stunning Strike. While bloodied,
Trigger Ability: Spellcasting. When first
when the githzerai hits a creature with an unarmed
bloodied, the githyanki can use its reaction to cast a
strike, the githzerai can force the creature to make a
spell that normally requires an action to cast.
DC 18 Wisdom saving throw as a bonus action. On
GITHYANKI KITH’RAK 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,
the githyanki can make a melee attack against a
New Ability: Battle Presence. While bloodied,
creature within range as a reaction.
the githyanki has two reactions per round.
New Ability: Repositioning. As a bonus action GITHZERAI ENLIGHTENED
while bloodied, the githyanki can command one When bloodied at 56 HP, the githzerai enlightened
of its allies to reposition. The creature can use its has the following features.
reaction to move up to its speed without provoking
Ability Recharge: Temporal Strike. When first
opportunity attacks.
bloodied, the githzerai’s Temporal Strike ability is
Trigger Ability: Cornered. When first bloodied,
recharged.
the githyanki can make a melee attack against a
New Ability: Stunning Strike. While bloodied,
creature within range as a reaction.
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 51 HP, the kruthik hive lord has
When bloodied at 94 HP, the gray render has the the following features.
following features.
Ability Recharge: Acid Spray. When first
New Ability: Battle Presence. While bloodied, bloodied, the kruthik’s Acid Spray ability is
the gray render has two reactions per round. recharged.
Strength: Made It Angry. While bloodied, New Ability: Scurry. While bloodied, if a
the gray render has advantage on saving throws creature misses the kruthik with a melee attack, the
against being charmed, frightened, knocked prone, kruthik can use its reaction to move up to half its
and stunned. speed without provoking opportunity attacks.
Trigger Ability: Cornered. When first bloodied, Trigger Ability: Cornered. When first bloodied,
the gray render can make a melee attack against a the kruthik can make a melee attack against a
creature within range as a reaction. creature within range as a reaction.
HOWLER MARUT
When bloodied at 45 HP, the howler has the When bloodied at 216 HP, the marut has the
following features. following features.
Ability Recharge: Mind-Breaking Howl. When Ability Recharge: Blazing Edict. When first
first bloodied, the howler’s Mind-Breaking Howl bloodied, the marut’s Blazing Edict ability is
ability is recharged. recharged.
Strength: Made It Angry. While bloodied, the Strength: Magic Weapons. While bloodied, the
howler has advantage on saving throws against marut’s weapon attacks are magical.
being charmed, frightened, knocked prone, Trigger Ability: Justify. When first bloodied,
and stunned. the marut can use its Justify action as a reaction.
Trigger Ability: Cornered. When first bloodied,
the howler can make a melee attack against a
creature within range as a reaction.
MEAZEL
When bloodied at 17 HP, the meazel has the
KRUTHIKS following features.
Ability Recharge: Shadow Teleport. When
YOUNG KRUTHIK first bloodied, the meazel’s Shadow Teleport ability
The young kruthik has no bloodied features. is recharged.
New Ability: Ambush Predator. While
ADULT KRUTHIK bloodied, the meazel can take the Hide action as
When bloodied at 19 HP, the adult kruthik has the a bonus action and has advantage on Dexterity
following feature. (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 37 HP, the adult oblex has the
When bloodied at 93 HP, the nagpa has the following features.
following features.
New Ability: Font of Memories. While
Ability Recharge: Paralysis. When first bloodied, the oblex can use an action to focus on
bloodied, the nagpa’s Paralysis ability is recharged. 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
When bloodied at 148 HP, the nightwalker has the the grapple as an action. A creature automatically
following features. succeeds if it lets go of the weapon adhered to the
Ability Recharge: Finger of Doom. When first oblex’s body.
bloodied, the nightwalker’s Finger of Doom ability
ELDER OBLEX
is recharged.
When bloodied at 57 HP, the elder oblex has the
New Ability: Shadow Summons. While
following features.
bloodied, the nightwalker can cast the darkness
spell as a bonus action. New Ability: Font of Memories. While
bloodied, the oblex can use an action to focus on
OBLEX a creature it has attacked, or which has attacked
the oblex. By focusing, it draws on its collection of
OBLEX SPAWN stolen memories, gaining advantage on attack rolls
When bloodied at 9 HP, the oblex spawn has the against the creature and on saving throws caused
following feature. by the creature. The oblex can only focus on one
New Ability: Font of Memories. While creature at a time.
bloodied, the oblex can use an action to focus on New Ability: Sticky Body. While bloodied, the
a creature it has attacked, or which has attacked oblex’s body becomes stickier. A creature that hits
the oblex. By focusing, it draws on its collection of the oblex with a melee weapon attack must succeed
stolen memories, gaining advantage on attack rolls on a DC 18 Strength saving throw or be grappled by
against the creature and on saving throws caused the oblex. A creature can attempt to break free from
by the creature. The oblex can only focus on one the grapple as an action. A creature automatically
creature at a time. succeeds if it lets go of the weapon adhered to the
oblex’s body.

MORDENKAINEN’S TOME OF FOES 25


OGRES OGRE HOWDAH
When bloodied at 29 HP, the ogre howdah has the
OGRE BATTERING RAM following features.
When bloodied at 29 HP, the ogre battering ram Frailty: Frustrated. The ogre is frustrated by
has the following features. 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 New Ability: Quick Sprint. While bloodied, the
chooses its target at random. 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
Frailty: Frustrated. The ogre is frustrated by is recharged.
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 New Ability: Quick Sprint. While bloodied, the
chooses its target at random. 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 When bloodied at 84 HP, the frost salamander has
same turn. 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.
Strength: Chilly Teeth. While bloodied, the
Ability Recharge: Chain Smash. When salamander’s Bite attack deal an additional 5 (1d10)
first bloodied, the ogre’s Chain Smash ability is cold damage.
recharged. Trigger Ability: Cornered. When first bloodied,
Frailty: Frustrated. The ogre is frustrated by the salamander can make a melee attack against a
its injuries. At the start of each of its turns, it must creature within range as a reaction.
succeed on a DC 10 Wisdom saving throw or attack Death Throes: Elemental Explosion. An
whatever creature is closest to it. If two or more elemental explosion creates a shockwave of energy.
creatures are within the same distance of the ogre, it Each creature in a 10-foot radius of the salamander
chooses its target at random. 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
When bloodied at 52 HP, the gloom weaver has the following features.
following features. Ability Recharge: Legendary Actions. When
Strength: Magic Resistance. While bloodied, first bloodied, the skull lord regains all expended
the gloom weaver has advantage on saving throws uses of its legendary actions.
against spells and other magical effects. New Ability: Cast Attack. While bloodied, if the
Trigger Ability: Spellcasting. When first skull lord uses an action to cast a spell, it can make a
bloodied, the gloom weaver can use its reaction to melee attack as a bonus action.
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
the following features. SORROWSWORN
New Ability: Beat Back. While bloodied, if the THE ANGRY
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.
Trigger Ability: Cornered. When first bloodied, New Ability: Hook Yank. While bloodied, the
the shadow dancer can make a melee attack against angry can use a bonus action to yank a Medium or
a creature within range as a reaction. smaller creature within 15 feet of it with its hook.
The creature must succeed on a DC 15 Strength
SOUL MONGER saving throw or be pulled into an unoccupied space
When bloodied at 61 HP, the soul monger has the of the angry’s choice within 5 feet of it.
following features. Strength: Made It Angry. While bloodied, the
Ability Recharge: Wave of Weariness. When angry has advantage on saving throws against being
first bloodied, the soul monger’s Wave of Weariness charmed, frightened, knocked prone, and stunned.
ability is recharged. Trigger Ability: Rush Attack. As a reaction
New Ability: Riposte. While bloodied, if a when first bloodied, the angry can move up to its
creature misses the soul monger with a melee speed and make one melee weapon attack without
attack, it can use its reaction to make a melee provoking opportunity attacks.
weapon attack against the creature. THE HUNGRY
Trigger Ability: Cornered. When first bloodied, When bloodied at 127 HP, the hungry has the
the soul monger can make a melee attack against a following features.
creature within range as a reaction.
Strength: Made It Angry. While bloodied, the
SKULK angry has advantage on saving throws against being
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
Trigger Ability: Cornered. When first bloodied, until the beginning of its next turn.
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
New Ability: Scurry. While bloodied, if a to its speed and make one melee weapon attack
creature misses the lost with a melee attack, the without provoking opportunity attacks.
lost can use its reaction to move up to half its speed
without provoking opportunity attacks. STAR SPAWN LAVA MAGE
Strength: Made It Angry. While bloodied, the When bloodied at 84 HP, the star spawn lava mage
lost has advantage on saving throws against being has the following features.
charmed, frightened, knocked prone, and stunned. Ability Recharge: Legendary Actions. When
Trigger Ability: Cornered. When first bloodied, first bloodied, the star spawn regains all expended
the lost can make a melee attack against a creature uses of its legendary actions.
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
Trigger Ability: Cornered. When first bloodied, uses this trait, the star spawn has disadvantage on
the wretched can make a melee attack against a Intelligence, Wisdom, and Charisma saving throws
creature within range as a reaction. until the beginning of its next turn.
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
has the following features. FEMALE STEEDER
Ability Recharge: Flurry of Claws. When first When bloodied at 15 HP, the female steeder has
bloodied, the star spawn’s Flurry of Claws ability is the following features.
recharged. Strength: Made It Angry. While bloodied, the
New Ability: From the Stars. While bloodied, female steeder has advantage on saving throws
the star spawn can cast the spell shield at will. If it against being charmed, frightened, knocked prone,
uses this trait, the star spawn has disadvantage on and stunned.
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
Trigger Ability: Cornered. When first bloodied, creature within range as a reaction.
the star spawn can make a melee attack against a
creature within range as a reaction. MALE STEEDER
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
Ability Recharge: Collapse Distance. When creature within range as a reaction.
first bloodied, the star spawn’s Collapse Distance
ability is recharged. STEEL PREDATOR
New Ability: From the Stars. While bloodied, When bloodied at 103 HP, the steel predator has
the star spawn can cast the spell shield at will. If it the following features.
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 Trigger Ability: Cornered. When first bloodied,
creature within range as a reaction. the tortle can make a melee attack against a creature
within range as a reaction.
SWORD WRAITH
TORTLE DRUID
SWORD WRAITH COMMANDER When bloodied at 16 HP, the tortle druid has the
When bloodied at 63 HP, the sword wraith following feature.
commander has the following features.
New Ability: Cast Attack. While bloodied, if
New Ability: Repositioning. As a bonus action the tortle druid uses an action to cast a spell, it
while bloodied, the sword wraith can command one can make a melee attack with disadvantage as a
of its allies to reposition. The creature can use its bonus action.
reaction to move up to its speed without provoking
opportunity attacks.
Trigger Ability: Tactical Retreat. When first
TROLLS
bloodied, the sword wraith can use its reaction DIRE TROLL
to move up to its speed without provoking When bloodied at 86 HP, the dire troll has the
opportunity attacks. It then makes one attack with following features.
its longbow. Ability Recharge: Whirlwind of Claws. When
Death Throes: Death’s Embrace. A cold first bloodied, the troll’s Whirlwind of Claws ability
wind gusts out from where the sword wraith was, is recharged.
engulfing everyone nearby in a mournful embrace. Frailty: Fear of Fire. While bloodied, whenever
Creatures within 10 feet of the sword wraith when the troll takes fire damage, it must succeed on a DC
it dies must succeed on a DC 13 Wisdom saving 10 Wisdom saving throw or become frightened of
throw or gain 1 level of exhaustion. the source of the fire until the end of its next turn.
SWORD WRAITH WARRIOR Strength: Made It Angry. While bloodied,
When bloodied at 22 HP, the sword wraith warrior the troll has advantage on saving throws against
has the following features. being charmed, frightened, knocked prone, and
stunned. This strength does not grant advantage on
Trigger Ability: Tactical Retreat. When first saving throws originating from the troll’s Fear of
bloodied, the sword wraith can use its reaction Fire frailty.
to move up to its speed without provoking Trigger Ability: Cornered. When first bloodied,
opportunity attacks. It then makes one attack with the troll can make a melee attack against a creature
its longbow. within range as a reaction.
Death Throes: Death’s Embrace. A cold
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
When bloodied at 69 HP, the rot troll has the saving throws originating from the troll’s Fear of
following features. Fire frailty.
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.
Strength: Made It Angry. While bloodied,
VAMPIRIC MIST
the troll has advantage on saving throws against When bloodied at 15 HP, the vampiric mist has the
being charmed, frightened, knocked prone, and following feature.
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
Trigger Ability: Cornered. When first bloodied, provoking opportunity attacks.
the troll can make a melee attack against a creature
within range as a reaction. YUGOLOTHS
SPIRIT TROLL CANOLOTH
When bloodied at 48 HP, the spirit troll has the When bloodied at 60 HP, the canoloth has the
following features. following features.
Frailty: Torn Shape. While bloodied, the troll’s New Ability: Dimensional Foresight. While
speed is lowered by 10 feet (to a minimum of 5 feet) bloodied, the canoloth can detect if a creature
and its AC is lowered by 1. teleports to or from a space within 300 feet of it.
Strength: Made It Angry. While bloodied, the The canoloth learns both the starting point and
troll has advantage on saving throws against being destination of the teleportation, even if those points
charmed, frightened, knocked prone, and stunned. aren’t within range.
Trigger Ability: Cornered. When first bloodied, New Ability: Strong Grapple. While bloodied,
the troll can make a melee attack against a creature the canoloth has advantage on attack rolls against
within range as a reaction. creatures it has grappled.
VENOM TROLL DHERGOLOTH
When bloodied at 47 HP, the venom troll has the When bloodied at 59 HP, the dhergoloth has the
following features. following features.
Ability Recharge: Venom Spray. When Ability Recharge: Flailing Claws. When first
first bloodied, the troll’s Venom Spray ability is bloodied, the dhergoloth’s Flailing Claws ability is
recharged. recharged.
Frailty: Fear of Fire. While bloodied, whenever New Ability: Scurry. While bloodied, if a
the troll takes fire damage, it must succeed on a DC creature misses the dhergoloth with a melee
10 Wisdom saving throw or become frightened of attack, the dhergoloth can use its reaction to
the source of the fire until the end of its next turn. move up to half its speed without provoking
Strength: Made It Angry. While bloodied, opportunity attacks.
the troll has advantage on saving throws against Trigger Ability: Teleporting Strike. When first
being charmed, frightened, knocked prone, and bloodied, the dhergoloth 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.

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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