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STRIXHAVEN: A CURRICULUM OF CHAOS 1

ALSO BY ANNE GREGERSEN

CREDITS
Writing and Graphic Design: Anne Gregersen
Editing: E.R.F. Jordan
Cover Illustrator: Warmtail
Interior Illustrator: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

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

2 BLOODIED & BRUISED


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

STRIXHAVEN: A CURRICULUM OF CHAOS 3


BLOODIED & BRUISED
VAN RICHTEN’S GUIDE TO RAVENLOFT

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 Van Richten’s Guide to similar text in the opening, persist for as long
Ravenloft 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, Made It Angry strength, or the meant to make the defeat of an enemy stand out
Worn Out frailty, as defined by this document. See as it makes a final show of defiance when slain. It’s
the gladiator entry for details on these abilities. a unique effect triggered when certain creatures
reach 0 hit points and die. Some creatures, like the
BLOODIED ABILITIES bodytaker plant, already have a Death Throes trait
A creature’s abilities depend on the resources the written into their stat block. This document adds
creature has on hand. If a creature is animal-like in new 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.

STRIXHAVEN: A CURRICULUM OF CHAOS 5


NEW CREATURE ENTRIES
BODYTAKER PLANT BRAIN IN A JAR
When bloodied at 46 HP, the bodytaker plant has When bloodied at 27 HP, the brain has the
the following features. following features.
New Ability: One with the Pod. While bloodied, Ability Recharge: Mind Blast. When first
creatures that are restrained by the bodytaker bloodied, the brain’s Mind Blast ability is recharged.
plant’s Entrapping Pod ability partially succumb New Ability: Spell Soaring. While bloodied, when
to its telepathic link to its podlings. If a podling is the brain casts a spell, it can fly up to its movement
within 5 feet of the bodytaker plant, the restrained speed without provoking opportunity attacks.
creature has disadvantage on all ability checks and
saving throws. CARRION STALKER
Death Throes: Rapid Overgrowth. The bodytaker When bloodied at 17 HP, the carrion stalker has the
plant’s body withers away and thick vines grow following features.
from its body. The area within 5 feet of where the
bodytaker plant dies is overgrown with plants and New Ability: Scurry. While bloodied, if a
becomes difficult terrain. creature misses the carrion stalker with a melee
attack, the carrion stalker can use its reaction
PODLING to move up to half its speed without provoking
When bloodied at 13 HP, the podling has the opportunity attacks.
following feature. Trigger Ability: Cornered. When first bloodied,
Trigger Ability: Cornered. When first bloodied, the carrion stalker can make a melee attack against
the podling can make a melee attack against a a creature within range as a reaction.
creature within range as a reaction.
CARRIONETTE
BONELESS When bloodied at 13 HP, the carrionette has the
When bloodied at 13 HP, the boneless has the following features.
following features. Frailty: Cracked Porcelain. While bloodied, the
New Ability: Bad Touch. While bloodied, carrionette’s AC is reduced by 2.
creatures grappled by the boneless are frightened of Strength: Increased Speed. While bloodied, the
it until the grapple ends. carrionette’s speed is 45 feet instead of 25 feet.
Trigger Ability: Cornered. When first bloodied, Trigger Ability: Soul Swap. When first bloodied,
the boneless can make a melee attack against a the carrionette uses its Soul Swap action if it is able.
creature within range as a reaction.

6 BLOODIED & BRUISED


DEATH’S HEAD GREMISHKA
When bloodied at 8 HP, the death’s head has the The gremishka has no bloodied features.
following feature.
SWARM OF GREMISHKAS
Trigger Ability: Cornered. When first bloodied,
When bloodied at 13 HP, the swarm of gremishkas
the death’s head can make a melee attack against a
has the following feature.
creature within range as a reaction.
Death Throes: Scatter! The few remaining critters
DULLAHAN run away from the fight when the swarm dies. 1d4
When bloodied at 67 HP, the dullahan has the gremishka rush out of the swarm, moving up to
following features. their speed without provoking opportunity attacks
and fleeing combat.
Ability Recharge: Legendary Actions. When first
bloodied, the dullahan regains all expended uses of JIANGSHI
its legendary actions.
When bloodied at 59 HP, the jiangshi has the
Strength: Mounted Superiority. While bloodied following features.
and riding a mount that isn’t a beast, the dullahan
has advantage on all saving throws. It also has New Ability: Undead Sentinel. While bloodied,
advantage on checks made to stay mounted. the jiangshi is immune to features that turn undead.
Trigger Ability: Cornered. When first bloodied, Trigger Ability: Spirit Dash. When first bloodied,
the dullahan can make a melee attack against a the jiangshi can use its reaction to move up to its
creature within range as a reaction. speed without provoking opportunity attacks.
Death Throes: Death’s Embrace. A cold wind
GALLOWS SPEAKER gusts out from where the jiangshi was, engulfing
When bloodied at 42 HP, the gallows speaker has everyone nearby in a mournful embrace. Creatures
the following features. within 10 feet of jiangshi when it dies must succeed
on a DC 14 Wisdom saving throw or gain 1 level
Frailty: Torn Shape. While bloodied, the gallows of exhaustion.
speaker’s speed is lowered by 10 feet (to a minimum
of 5 feet) and its AC is lowered by 1.
Trigger Ability: Spirit Dash. When first bloodied,
the gallows speaker can use its reaction to move up
to its speed without provoking opportunity attacks.
Death Throes: Death’s Embrace. A cold wind
gusts out from where the gallows speaker was,
engulfing everyone nearby in a mournful embrace.
Creatures within 10 feet of the gallows speaker
when it dies must succeed on a DC 14 Wisdom
saving throw or gain 1 level of exhaustion.

STRIXHAVEN: A CURRICULUM OF CHAOS 7


LOUP GAROU NOSFERATU
When bloodied at 85 HP, the loup garou has the When bloodied at 42 HP, the nosferatu has the
following features. following features.
Ability Recharge: Legendary Actions. When first Ability Recharge: Blood Disgorge. When
bloodied, the loup garou regains all expended uses first bloodied, the nosferatu’s Blood Disgorge
of its legendary actions. ability is recharged.
Frailty: Cursed. While bloodied, the loup garou Strength: Made It Angry. While bloodied, the
battles the animalistic aspects of its curse. At the nosferatu has advantage on saving throws against
end of each of its turns, it must succeed on a DC 10 being knocked prone and stunned.
Wisdom saving throw or immediately transform Strength: Strong Teeth. While bloodied, the
into a dire wolf (no action required). Its statistics, nosferatu has advantage on Bite attacks.
other than its size and Charisma and Intelligence
Trigger Ability: Fight from the Shadows. When
scores, are the same in each form. Any equipment
first bloodied, the nosferatu can use its reaction
it is wearing or carrying isn’t transformed.
to move up to its speed without provoking
While transformed in this way, the loup garou’s
opportunity attacks. It then takes the Hide action.
Intelligence and Charisma scores are both
lowered to 3 (−4). It reverts to its true form after 1 PRIEST OF OSYBUS
minute or if it dies.
When bloodied at 30 HP, the priest of Osybus has
New Ability: Bloodlust. While bloodied, the loup
the following features.
garou deals one extra die of damage with its melee
weapon attacks against other bloodied creatures. Ability Recharge: Soul Tattoo. When
Trigger Ability: Cornered. When first bloodied, first bloodied, the priest’s Soul Tattoo
the loup garou can make a melee attack against a ability is recharged.
creature within range as a reaction. Strength: Soul Commander. While bloodied and
commanding a soul from its Soul Tattoo feature, the
NECRICHOR priest’s AC increases by 2.
When bloodied at 33 HP, the necrichor has the Trigger Ability: Tactical Retreat. When first
following features. bloodied, the priest can use its reaction to move up
to its speed without provoking opportunity attacks.
Ability Recharge: Blood Puppeteering. When
It then makes one attack with its Necrotic Bolt.
first bloodied, the necrichor’s Blood Puppeteering
ability is recharged.
Strength: Increased Speed. While bloodied, the
necrichor’s speed is 30 feet instead of 20 feet. Its
climbing speed receives the same increase.
Trigger Ability: Tactical Retreat. When first
bloodied, the necrichor can use its reaction to move
up to its speed without provoking opportunity
attacks. It then makes one attack with its
Necrotic Bolt.

8 BLOODIED & BRUISED


RELENTLESS KILLER STAR SPAWN EMISSARY
RELENTLESS SLASHER LESSER STAR SPAWN EMISSARY
When bloodied at 42 HP, the relentless slasher has When bloodied at 120 HP, the lesser star emissary
the following features. has the following features.
Ability Recharge: Legendary Actions. When first Ability Recharge: Legendary Actions. When first
bloodied, the relentless killer regains all expended bloodied, the star spawn regains all expended uses
uses of its legendary actions. of its legendary actions.
New Ability: Bloodlust. While bloodied, the New Ability: Psychic Rebound. While bloodied,
relentless killer deals one extra die of damage the star spawn is immune to psychic damage. In
with its melee weapon attacks against other addition, if the star spawn is targeted by an attack
bloodied creatures. or feature that deals psychic damage, the psychic
New Ability: Cold-Hearted Killer. While damage is reflected back on the attacker instead.
bloodied, the relentless killer has advantage on all The creature takes the highest possible psychic
attack rolls it makes on its turn, but only if they damage from the feature.
are all made against the same creature. If the first Death Throes: Horrible Mush. The area within
attack made with advantage kills the targeted 10 feet of the star spawn when it dies is covered in
creature, the relentless killer cannot make any more a sticky, eldritch mass that undulates and writhes.
attacks this turn. The mush is considered difficult terrain, and any
creature that ends its turn in the mush must succeed
RELENTLESS JUGGERNAUT on a DC 18 Strength saving throw or be grappled
When bloodied at 80 HP, the relentless juggernaut by the mush. A creature can use an action to make a
has the following features. DC 18 Strength check, pulling free of the mush on a
Ability Recharge: Deadly Shaping. When first success. If a creature remains grappled by the mush
bloodied, the relentless killer’s Deadly Shaping for three consecutive rounds, it instead becomes
ability is recharged. restrained by the mush as the writhing mass begins
to scale up the creature’s body, and the DC to escape
Ability Recharge: Legendary Actions. When first
increases to 22.
bloodied, the relentless killer regains all expended
uses of its legendary actions.
New Ability: Bloodlust. While bloodied, the
relentless killer deals one extra die of damage
with its melee weapon attacks against other
bloodied creatures.
New Ability: Cold-Hearted Killer. While
bloodied, the relentless killer has advantage on all
attack rolls it makes on its turn, but only if they
are all made against the same creature. If the first
attack made with advantage kills the targeted
creature, the relentless killer cannot make any more
attacks this turn.

STRIXHAVEN: A CURRICULUM OF CHAOS 9


GREATER STAR SPAWN EMISSARY SWARMS
When bloodied at 145 HP, the greater star spawn
emissary has the following features. SWARM OF MAGGOTS
When bloodied at 11 HP, the swarm of maggots has
Ability Recharge: Legendary Actions. When first the following feature.
bloodied, the star spawn regains all expended uses
of its legendary actions. Strength: Disease-Ridden. While bloodied,
New Ability: Psychic Rebound. While bloodied, creatures damaged by the swarm’s Infestation ability
the star spawn is immune to psychic damage. In have disadvantage on the associated Constitution
addition, if the star spawn is targeted by an attack saving throw.
or feature that deals psychic damage, the psychic
damage is reflected back on the attacker instead. SWARM OF SCARABS
The creature takes the highest possible psychic When bloodied at 11 HP, the swarm of scarabs has
damage from the feature. the following feature.
Death Throes: Horrible Mush. The area within Trigger Ability: Burrow Deeper. When first
10 feet of the star spawn when it dies is covered in bloodied, any scarab from the swarm that is
a sticky, eldritch mass that undulates and writhes. infesting a creature outside of the swarm gnaws
The mush is considered difficult terrain, and any its way deeper into its host. A creature infested
creature that ends its turn in the mush must succeed with at least one scarab must succeed on a DC
on a DC 18 Strength saving throw or be grappled 10 Constitution saving throw or gain 1 level of
by the mush. A creature can use an action to make a exhaustion. This level of exhaustion can only be
DC 18 Strength check, pulling free of the mush on a removed by killing the infesting scarab.
success. If a creature remains grappled by the mush
for three consecutive rounds, it instead becomes ULMIST INQUISITORS
restrained by the mush as the writhing mass begins
to scale up the creature’s body, and the DC to escape INQUISITORS OF THE MIND FIRE
increases to 22. When bloodied at 38 HP, the inquisitor of the mind
fire has the following features.
STRIGOI Ability Recharge: Inquisitor’s Command.
When bloodied at 26 HP, the strigoi has the When first bloodied, the inquisitor’s Inquisitor’s
following features. Command ability is recharged.
New Ability: Dive Attack. While bloodied, if the New Ability: Cast Attack. While bloodied, if the
strigoi is flying and dives at least 30 feet straight inquisitor uses an action to cast a spell, it can make
toward a target and then hits it with a melee weapon a melee attack as a bonus action.
attack, the attack deals an extra 7 (2d6) damage New Ability: Inquisitorial Force Shield (Recharge
to the target. 5-6). As a reaction while bloodied, the inquisitor
Trigger Ability: Fly Away. When first bloodied, generates a force shield that blocks a single weapon
the strigoi can use its reaction to fly up to 30 feet or spell attack against the inquisitor that it can see.
away without provoking opportunity attacks. The inquisitor takes no damage from the triggering
attack, and the attacker takes 7 (2d6) force damage.

10 BLOODIED & BRUISED


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

STRIXHAVEN: A CURRICULUM OF CHAOS 11


WERERAVEN ZOMBIE CLOT
When bloodied at 52 HP, the zombie clot has the
When bloodied at 15 HP, the wereraven has the following features.
following features.
Ability Recharge: Flesh Entomb. When
Frailty: Cursed. While bloodied, the wereraven first bloodied, the zombie clot’s Flesh Entomb
battles the animalistic aspects of its curse. At the ability is recharged.
end of each of its turns, it must succeed on a DC 10
Wisdom saving throw or immediately transform New Abilities: Zombie Hurl (Recharge 6). While
into a raven (no action required). Its statistics, bloodied, the zombie clot gains a new attack action
other than its size and Charisma and Intelligence with the following details: Ranged Weapon Attack:
scores, are the same in each form. Any equipment +8 to hit, range 30/120 ft., one creature. Hit: 32 (6d8
it is wearing or carrying isn’t transformed. While + 5). Regardless of the attack hits or misses, 1 + 1d2
transformed in this way, the wereraven’s Intelligence zombies stand in the nearest unoccupied spaces to
and Charisma scores are both lowered to 3 (−4). It the target. The zombies roll their own initiative and
reverts to its true form after 1 minute or if it dies. act as allies of the zombie clot.
New Ability: Bloodlust. While bloodied, ZOMBIE PLAGUE SPREADER
the wereraven deals one extra die of damage When bloodied at 39 HP, the zombie plague
with its melee weapon attacks against other spreader has the following features.
bloodied creatures.
New Ability: Sluggish/Bolting. While bloodied,
Trigger Ability: Cornered. When first bloodied, there’s a 75% chance the zombie becomes Sluggish
the wereraven can make a melee attack against a and a 25% chance the zombie becomes Bolting. If
creature within range as a reaction. it becomes Sluggish, the zombie’s movement speed
is lowered by 10 feet (to a minimum of 5 feet). If
ZOMBIES it becomes Bolting, the zombie can take the Dash
SWARM OF ZOMBIE LIMBS action as a bonus action.
When bloodied at 11 HP, the swarm of zombie Trigger Ability: Cornered. When first bloodied,
limbs has the following feature. the zombie can make a melee attack against a
creature within range as a reaction.
Trigger Ability: Cornered. When first bloodied,
the swarm of zombie limbs can make a Grasping Death Throes: Plague Burst. When the zombie
Limbs attack against a creature within range dies, it explodes. Each creature within 15 feet
as a reaction. of the zombie when it dies must make a DC 12
Constitution saving throw. On a failed save, a
creature takes 14 (4d6) poison damage and is
poisoned for 1 minute. On a successful save, the
creature takes half damage and it is not poisoned.

12 BLOODIED & BRUISED


CREATURES FROM
THE MONSTER MANUAL
ABOLETH ANIMATED ARMOR
When bloodied at 67 HP, the aboleth has the When bloodied at 16 HP, the animated armor has
following features. the following feature.
Ability Recharge: Legendary Actions. When first Death Throes: Arcane Boom. A small arcane
bloodied, the aboleth regains all expended uses of explosion happens as the animated armor clatters to
its legendary actions. the ground. Each creature in a 5-foot radius of the
New Ability: Generational Memory. As a bonus armor when it expires takes 2 (1d4) force damage.
action while bloodied, the aboleth can choose one
hostile creature it can see and call on generational ARCANALOTH
memories that might help it fight that specific When bloodied at 52 HP, the arcanaloth has the
enemy. For as long as the aboleth is bloodied, it following features.
has advantage on attack rolls made against the
chosen creature. Once it has picked a creature, New Ability: Cast Attack. While bloodied, if the
it cannot pick another until the chosen creature arcanaloth uses an action to cast a spell, it can make
reaches 0 hit points. a melee attack as a bonus action.
Trigger Ability: Teleporting Strike. When first
ABOMINATABLE YETI bloodied, the arcanaloth can use its Teleport action
When bloodied at 68 HP, the abominable yeti has as a reaction. After using Teleport in this way, it
the following features. can immediately cast a spell, restricted to spells it
can cast at will.
Ability Recharge: Cold Breath. When first
bloodied, the yeti’s Cold Breath ability is recharged. ARCHMAGE
New Ability: Reckless. While bloodied, at the start When bloodied at 44 HP, the archmage has the
of its turn, the yeti can gain advantage on all melee following features.
weapon attack rolls it makes during that turn, but
attack rolls against it have advantage until the start New Ability: Spell Manipulator. While bloodied,
of its next turn. all spell attacks made against the archmage
have disadvantage.
Strength: Made It Angry. While bloodied, the
yeti has advantage on saving throws against being Trigger Ability: Spellcasting. When first bloodied,
charmed, frightened, knocked prone, and stunned. the archmage can use its reaction to cast a spell that
normally requires an action to cast. This reaction is
Trigger Ability: Cornered. When first bloodied,
limited to spells the archmage can cast at will.
the yeti can make a melee attack against a creature
within range as a reaction.

MORDENKAINEN’S TOME OF FOES 13


ASSASSIN BASILISK
When bloodied at 39 HP, the assassin has the When bloodied at 26 HP, the basilisk has the
following features. following features.
New Ability: Ambush Predator. While Strength: Made It Angry. While bloodied,
bloodied, the assassin can take the Hide action as the basilisk has advantage on saving throws
a bonus action and has advantage on Dexterity against being charmed, frightened, knocked
(Stealth) checks. prone, and stunned.
Trigger Ability: Fight from the Shadows. When Trigger Ability: Cornered. When first bloodied,
first bloodied, the assassin can use its reaction the basilisk can make a melee attack against a
to move up to its speed without provoking creature within range as a reaction.
opportunity attacks. It then takes the Hide action.
CAMBION
BANDIT When bloodied at 41 HP, the cambion has the
When bloodied at 5 HP, the bandit has the following features.
following feature.
Strength: Weapon Reach. While bloodied, the
Trigger Ability: Cornered. When first bloodied, cambion’s spear is extended. The cambion’s Spear
the bandit can make a melee attack against a attack now has a reach of 10 feet instead of 5 feet.
creature within range as a reaction. Trigger Ability: Fiendish Charm. When first
bloodied, the cambion can use its Fiendish Charm
BANSHEE ability as a reaction.
When bloodied at 29 HP, the banshee has the
following features. CAT
Frailty: Torn Shape. While bloodied, the The cat has no bloodied features.
banshee’s speed is lowered by 10 feet (to a minimum
of 5 feet) and its AC is lowered by 1. CHIMERA
Death Throes: Death’s Embrace. A cold wind When bloodied at 57 HP, the chimera has the
gusts out from where the banshee was, engulfing following features.
everyone nearby in a mournful embrace. Creatures
within 10 feet of the banshee when it dies must Ability Recharge: Fire Breath. When
succeed on a DC 13 Wisdom saving throw or gain 1 first bloodied, the chimera’s Fire Breath
level of exhaustion. ability is recharged.
New Ability: Forceful Wings. While bloodied, the
chimera’s great wings beat harder to keep it flying.
If a creature is standing within 5 feet of the chimera
as it takes flight, the creature must succeed on a
DC 15 Dexterity saving throw or fall prone. While
a creature is prone in this way, it cannot make
opportunity attacks.

14 BLOODIED & BRUISED


CLOUD GIANT DEATH KNIGHT
When bloodied at 100 HP, the cloud giant has the When bloodied at 90 HP, the death knight has the
following features. following features.
New Ability: Ground Smash. As an action while New Ability: Undead Sentinel. While
bloodied, the giant can hit the ground at its feet, bloodied, the death knight is immune to features
making the earth shake. Each Medium or smaller that turn undead.
creature standing within 15 feet of the giant Trigger Ability: Spellcasting. When first bloodied,
when it hits the ground must succeed on a DC 20 the death knight can use its reaction to cast a spell
Dexterity saving throw or fall prone. After using that normally costs an action to cast.
this ability, the giant can make a single melee attack
Death Throes: Vow of the Knight. The death
as a bonus action.
knight issues a final order to all undead within 120
Strength: Foggy Body. While bloodied, a thin fog feet of it when it dies. Undead creatures within
exudes from the giant’s pores and partially covers range that can hear the death knight all train their
its body at the start of each of its turns, making focus on the creature that just killed the death
it harder to see. The giant’s AC increases by 2. A knight, focusing all their future attacks on the
wind of at least 10 miles per hour disperses this fog, creature until it is dead.
suppressing this trait.
Death Throes: Timber. The giant falls in a DISPLACER BEAST
random direction, provided it isn’t prone. Roll a When bloodied at 42 HP, the displacer beast has
d8 to determine which direction the giant falls the following features.
when it dies. The area where it lands becomes
difficult terrain, and the giant takes up a 15-foot New Ability: Disengage. While bloodied, the
square of space. displacer beast can take the Disengage action as
Each creature standing in the area must make a bonus action.
a DC 15 Dexterity saving throw. On a failed save, New Ability: Grace of the Cat. While bloodied,
the dead giant lands on the creature. The creature the displacer beast cannot be knocked prone.
takes 17 (5d6) bludgeoning damage, is knocked Trigger Ability: Cornered. When first bloodied,
prone, and is restrained under the giant’s body. the displacer beast can make a melee attack against
The creature must use an action and 10 feet of a creature within range as a reaction.
movement on its turn to make a DC 17 Strength
(Athletics) check, freeing itself from beneath the DOPPELGANGER
giant’s body on a success.
When bloodied at 26 HP, the doppelganger has the
If a creature succeeds on the Dexterity saving
following feature.
throw, it takes no damage, isn’t knocked prone,
and is pushed 5 feet out of the giant‘s space into New Ability: Scary Face. As a bonus action while
an unoccupied space of the creature’s choice. A bloodied, the doppelganger can change its face into
creature that cannot move or chooses not to move a frightening visage and target a creature within 30
suffers the consequences of a failed saving throw. feet of it. If the creature can see the doppelganger, it
must succeed on a DC 14 Wisdom saving throw or
COMMONER be frightened of the doppelganger until the end of
The commoner has no bloodied features. its next turn.

STRIXHAVEN: A CURRICULUM OF CHAOS 15


DRUID FLESH GOLEM
When bloodied at 13 HP, the druid has the When bloodied at 46 HP, the flesh golem has the
following feature. following features.
New Ability: Cast Attack. While bloodied, if the Frailty: Malfunction. While bloodied, the golem
druid uses an action to cast a spell, it can make a doesn’t work as optimally. Its speed is lowered
melee attack as a bonus action. by 5 feet (to a minimum of 10 feet) and it cannot
take reactions.
DRYAD New Ability: Berserk (Taken from Stat Block).
When bloodied at 11 HP, the dryad has the While bloodied, when the golem starts its turn, roll
following features. a d6. On a 6, the golem goes berserk. On each of its
turns while berserk, the golem attacks the nearest
Frailty: Fire Vulnerability. While bloodied, the creature it can see. If no creature is near enough
dryad is vulnerable to fire damage. to move to and attack, the golem attacks an object,
Trigger Ability: Fey Charm. When first with preference for an object smaller than itself.
bloodied, the dryad can use its Fey Charm Once the golem goes berserk, it continues to do so
action as a reaction. until it is destroyed or regains all its hit points.
Death Throes: Arcane Boom. A small arcane
ELEPHANT explosion happens as the golem falls to the ground.
When bloodied at 38 HP, the elephant has the Each creature in a 10-foot radius of the golem when
following features. it expires takes 12 (5d4) force damage.
Frailty: Worn Out. While bloodied, the elephant’s
speed is lowered by 10 feet (to a minimum of 5 feet).
GHOST
Strength: Made It Angry. While bloodied, When bloodied at 22 HP, the ghost has the
the elephant has advantage on saving throws following features.
against being charmed, frightened, knocked Ability Recharge: Possession. When first
prone, and stunned. bloodied, the ghost’s Possession ability is recharged.
Trigger Ability: Cornered. When first bloodied, Trigger Ability: Spirit Dash. When first
the elephant can make a melee attack against a bloodied, the ghost can use its reaction to move
creature within range as a reaction. up to its movement speed without provoking
opportunity attacks.
Death Throes: Death’s Embrace. A cold wind
gusts out from where the ghost was, engulfing
everyone nearby in a mournful embrace. Creatures
within 10 feet of the ghost when it dies must
succeed on a DC 13 Wisdom saving throw or gain 1
level of exhaustion.

16 BLOODIED & BRUISED


GHOUL GLADIATOR
When bloodied at 11 HP, the ghoul has the When bloodied at 56 HP, the gladiator has the
following features. following feature.
Strength: Increased Speed. While bloodied, the Frailty: Worn Out. While bloodied, the
ghoul’s speed is 45 feet instead of 30 feet. gladiator’s speed is lowered by 10 feet (to a
Trigger Ability: Cornered. When first bloodied, minimum of 15 feet).
the ghoul can make a melee attack against a creature Strength: Made It Angry. While bloodied,
within range as a reaction. the gladiator has advantage on saving throws
against being charmed, frightened, knocked
GIANT EAGLE prone, and stunned.
When bloodied at 13 HP, the giant eagle has the Trigger Ability: Cornered. When first bloodied,
following feature. the gladiator can make a melee attack against a
creature within range as a reaction.
Trigger Ability: Fly Away. When first bloodied,
the giant eagle can use its reaction to fly up to 30
feet away without provoking opportunity attacks.
GOBLIN
The goblin has no bloodied features.
GIANT POISONOUS SNAKE
When bloodied at 5 HP, the giant poisonous snake GORISTRO
has the following feature. When bloodied at 155 HP, the goristro has the
following features.
Trigger Ability: Cornered. When first bloodied,
the giant poisonous snake can make a melee attack Strength: Increased Speed. While bloodied, the
against a creature within range as a reaction. goristro’s speed is 60 feet instead of 40 feet.
Strength: Made It Angry. While bloodied,
GIANT WASP the goristro has advantage on saving throws
When bloodied at 11 HP, the giant wasp has the against being charmed, frightened, knocked
following feature. prone, and stunned.
Strength: Made It Angry. While bloodied, Trigger Ability: Bullrush. When first bloodied,
the giant wasp has advantage on saving throws the goristro can use its reaction to move up to 20
against being charmed, frightened, knocked feet in a straight line without provoking opportunity
prone, and stunned. attacks. Any creature standing in the way of this
movement must succeed a DC 20 Dexterity saving
throw or be knocked prone.

STRIXHAVEN: A CURRICULUM OF CHAOS 17


GREEN HAG HAWK
When bloodied at 41 HP, the green hag has the The hawk has no bloodied features.
following features.
New Ability: Tempting Invitation. As a bonus HOMUNCULUS
action while bloodied, the hag can target one The homunculus has no bloodied features.
creature it can see within 30 feet and invite it to
join the hag’s side. The creature must succeed on a
DC 12 Charisma saving throw or be charmed by
HYDRA
the hag for 1 minute. While charmed, the creature When bloodied at 37 HP, the hydra has the
will not aid any creature attempting to harm the following features.
hag. The hag can only have one creature charmed in Frailty: Worn Out. While bloodied, the hydra’s
this way at a time. The charmed creature can repeat speed is lowered by 10 feet (to a minimum of 5 feet).
the saving throw at the end of each of its turns,
Strength: Made It Angry. While bloodied, the
ending the effect on a success. Once a creature has
hydra has advantage on saving throws against being
succeeded on its saving throw, it is immune to the
charmed, frightened, knocked prone, and stunned.
hag’s Tempting Invitation for 24 hours.
Trigger Ability: Cornered. When first bloodied,
Trigger Ability: Spellcasting. When first bloodied,
the hydra can use its reaction to make an attack
the hag can use its reaction to cast a spell that
against a creature within range. The hydra can use
normally requires an action to cast.
this ability as many times as it has heads, provided it
has the available reactions.
GUARD
When bloodied at 5 HP, the guard has the IMP
following feature.
The imp has no bloodied features.
Trigger Ability: Cornered. When first bloodied,
the guard can make a melee attack against a creature INTELLECT DEVOURER
within range as a reaction.
When bloodied at 10 HP, the intellect devourer has
the following feature.
HARPY
When bloodied at 19 HP, the harpy has the Trigger Ability: Leap Attack. When first bloodied,
following features. the intellect devourer can use its reaction to leap up
to 15 feet towards a creature and onto it, if possible.
New Ability: Wing Bash. While bloodied, the If the intellect devourer is on the creature at the
harpy gains a new attack action with the following start of its next turn, it has advantage on attack rolls
details: Melee Weapon Attack: +3 to hit, reach 10 ft., against the creature until the end of its turn.
one creature. Hit: 8 (1d8 + 4) bludgeoning damage.
When using its Multiattack, the harpy can use
this attack in place of one of its other attacks.
Trigger Ability: Fly Away. When first bloodied,
the harpy can use its reaction to fly up to 30 feet
away without provoking opportunity attacks.

18 BLOODIED & BRUISED


IRON GOLEM LIZARDFOLK
When bloodied at 105 HP, the iron golem has the When bloodied at 11 HP, the lizardfolk has the
following features. following features.
Ability Recharge: Poison Breath. When Strength: Hardened Hide. While bloodied, the
first bloodied, the golem’s Poison Breath lizardfolk’s body hardens, increasing its AC by 1.
ability is recharged. Trigger Ability: Cornered. When first bloodied,
Frailty: Malfunction. While bloodied, the golem the lizardfolk can make a melee attack against a
doesn’t work as optimally. Its speed is lowered creature within range as a reaction.
by 5 feet (to a minimum of 10 feet) and it cannot
take reactions. MAGE
New Ability: Overheating. While bloodied, When bloodied at 20 HP, the mage has the
the golem overheats to maintain efficiency. Any following feature.
creature who touches the golem or hits it with a
melee attack while within 5 feet of it takes 5 (1d10) New Ability: Cast Attack. While bloodied, if the
fire damage. If a gallon or more water is dumped on mage uses an action to cast a spell, it can make a
the golem, this trait is suppressed until the end of melee attack as a bonus action.
the golem’s next turn.
Strength: Scalding Weapons. While bloodied, the
MIMIC
golem’s weapon attacks deal an additional 7 (2d6) When bloodied at 29 HP, the mimic has the
fire damage. If a gallon or more water is dumped on following features.
the golem, this trait is suppressed until the end of New Ability: Ambush Predator. While
the golem’s next turn. bloodied, the mimic can take the Hide action as
Death Throes: Arcane Boom. A small arcane a bonus action and has advantage on Dexterity
explosion happens as the golem falls to the ground. (Stealth) checks.
Each creature in a 10-foot radius of the golem when Trigger Ability: Fight from the Shadows. When
it expires takes 12 (5d4) force damage. first bloodied, the mimic can use its reaction
to move up to its speed without provoking
KNIGHT opportunity attacks. It then takes the Hide action.
When bloodied at 26 HP, the knight has the
following features.
New Ability: Battle Presence. While bloodied, the
knight has two reactions per round.
Trigger Ability: Cornered. When first bloodied,
the knight can make a melee attack against a
creature within range as a reaction.

STRIXHAVEN: A CURRICULUM OF CHAOS 19


MIND FLAYER MUMMY
When bloodied at 35 HP, the mind flayer has the When bloodied at 29 HP, the mummy has the
following features. following features.
Ability Recharge: Mind Blast. When New Ability: Encumbered Dash. While bloodied,
first bloodied, the mind flayer’s Mind Blast the mummy can take the Dash action as a bonus
ability is recharged. action. When it does so, it must succeed on a DC 10
New Ability: Telepath Tactics. While bloodied, Dexterity saving throw or stumble in its bandages,
the mind flayer can coordinate its attack with other falling prone.
telepathic creatures, such as other mind flayers. The Trigger Ability: Cornered. When first bloodied,
mind flayer has advantage on an attack roll against a the mummy can make a melee attack against a
creature if at least one of the mind flayer’s telepathic creature within range as a reaction.
allies is within 10 feet of the creature and the ally
isn’t incapacitated. MUMMY LORD
Trigger Ability: Spellcasting. When first When bloodied at 48 HP, the mummy lord has the
bloodied, the mind flayer can use its reaction to following features.
cast a spell that normally requires an action to cast.
This reaction is limited to spells the mind flayer Ability Recharge: Legendary Actions. When first
can cast at will. bloodied, the mummy regains all expended uses of
its legendary actions.
MINOTAUR New Ability: Encumbered Dash. While bloodied,
the mummy can take the Dash action as a bonus
When bloodied at 38 HP, the minotaur has the
action. When it does so, it must succeed on a DC 10
following features.
Dexterity saving throw or stumble in its bandages,
New Ability: Improved Charge. While bloodied, falling prone.
after the minotaur successfully uses its Charge Trigger Ability: Spellcasting. When first bloodied,
trait to knock another creature prone, it can make the mummy can use its reaction to cast a spell that
one attack against the creature with its Greataxe as normally requires an action to cast. This reaction is
a bonus action. limited to spells the mummy can cast at will.
Strength: Made It Angry. While bloodied,
the minotaur has advantage on saving throws
against being charmed, frightened, knocked
prone, and stunned.
Trigger Ability: Cornered. When first bloodied,
the minotaur can make a melee attack against a
creature within range as a reaction.

20 BLOODIED & BRUISED


NIGHT HAG ONI
When bloodied at 66 HP, the night hag has the When bloodied at 55 HP, the oni has the
following features. following features.
New Ability: Tempting Invitation. As a bonus New Ability: At Home in the Dark. While
action while bloodied, the hag can target one bloodied, the oni has advantage on the first attack
creature it can see within 30 feet and invite it to roll it makes each turn, as long as both the oni and
join the hag’s side. The creature must succeed on a the target of its attack are in darkness.
DC 14 Charisma saving throw or be charmed by Strength: Superior Darkvision. While bloodied,
the hag for 1 minute. While charmed, the creature the oni’s darkvision has a range of 120 feet instead
will not aid any creature attempting to harm the of 60 feet, and magical darkness does not impede
hag. The hag can only have one creature charmed in the oni’s darkvision as long as the magical darkness
this way at a time. The charmed creature can repeat originates from the oni itself.
its saving throw at the end of each of its turns,
Trigger Ability: Spellcasting. When first bloodied,
ending the effect on a success. Once a creature has
the oni can use its reaction to cast a spell that
succeeded on its saving throw, it is immune to the
normally requires an action to cast. This reaction is
hag’s Tempting Invitation for 24 hours.
limited to spells the oni can cast at will.
Trigger Ability: Spellcasting. When first bloodied,
the hag can use its reaction to cast a spell that PANTHER
normally requires an action to cast. This reaction is
When bloodied at 6 HP, the panther has the
limited to spells the hag can cast at will.
following feature.
Death Throes: Cloud of Darkness. Inky blackness
steams from the hag’s body. When the hag dies, Trigger Ability: Cornered. When first bloodied,
darkness engulfs its body and the creatures around the panther can make a melee attack against a
it as if a darkness spell were cast on the hag. This creature within range as a reaction.
darkness fades after 1 minute.
PERYTON
NOBLE When bloodied at 16 HP, the peryton has the
The noble has no bloodied features. following features.
New Ability: Hungry for Humanoid Flesh.
While bloodied, the peryton has advantage on
attack rolls against humanoids, and weapon attacks
made against humanoids score a critical hit on a
roll of 19 or 20.
Trigger Ability: Fly Away. When first bloodied,
the peryton can use its reaction to fly up to 20 feet
away without provoking opportunity attacks.

STRIXHAVEN: A CURRICULUM OF CHAOS 21


PRIEST QUASIT
When bloodied at 13 HP, the priest has the When bloodied at 6 HP, the quasit has the
following feature. following feature.
New Ability: Cast Attack. While bloodied, if the Trigger Ability: Invisibility. When first
priest uses an action to cast a spell, it can make a bloodied, the quasit can use its Invisibility action
melee attack as a bonus action. as a reaction.

PTERANODON RAKSHASA
When bloodied at 6 HP, the pteranodon has the When bloodied at 55 HP, the rakshasa has the
following feature. following features.
Frailty: Worn Out. While bloodied, the New Ability: Grace of the Cat. While bloodied,
pteranodon’s speed is lowered by 20 feet (to a the rakshasa cannot be knocked prone.
minimum of 5 feet). New Ability: Sensing Goodness. As a bonus
action while bloodied, the rakshasa can make a
PURPLE WORM Wisdom (Insight) check against another creature’s
When bloodied at 123 HP, the purple worm has the passive Deception score. On a success, the rakshasa
following features. knows if the creature’s alignment is Good.
Frailty: Worn Out. While bloodied, the Trigger Ability: Spellcasting. When first bloodied,
purple worm’s speed is lowered by 20 feet (to a the rakshasa can use its reaction to cast a spell that
minimum of 10 feet). normally requires an action to cast. This reaction
is limited to a spell the rakshasa can cast more
New Ability: Destructive Entrance. While than once per day.
bloodied, when the purple worm comes out from
burrowing, such as by emerging from the ground
or tunnelling through a wall, and it has burrowed
RAT
at least 20 feet, it can smash its head into a space The rat has no bloodied features.
as a bonus action. Each creature in the space
must succeed on a DC 19 Dexterity saving throw RAVEN
or take 27 (6d8) bludgeoning damage and be The raven has no bloodied features.
knocked prone.
If a creature succeeds its Dexterity saving throw,
it takes half damage, isn’t knocked prone, and is
pushed 5 feet out of the purple worm’s space into
an unoccupied space of the creature’s choice. A
creature that cannot move or chooses not to move
suffers the consequences of a failed saving throw.
Strength: Made It Angry. While bloodied, the
purple worm has advantage on saving throws
against being charmed, frightened, knocked
prone, and stunned.
Trigger Ability: Cornered. When first bloodied,
the purple worm can make a melee attack against a
creature within range as a reaction.

22 BLOODIED & BRUISED


REVENANT SCOUT
When bloodied at 68 HP, the revenant has the When bloodied at 8 HP, the scout has the
following features. following feature.
New Ability: Bloodlust. While bloodied, Trigger Ability: Tactical Retreat. When first
the revenant deals one extra die of damage bloodied, the scout can use its reaction to move up
with its melee weapon attacks against other to its speed without provoking opportunity attacks.
bloodied creatures. It then makes one attack with its longbow.
Trigger Ability: Vengeful Glare. When first
bloodied, the revenant can use its Vengeful Glare SHADOW
action as a reaction. When bloodied at 8 HP, the shadow has the
Death Throes: Show of Defiance. As its body following feature.
dies, the revenant clings forcefully to life and vows Frailty: Torn Shape. While bloodied, the
to get revenge in another life. Before perishing, shadow’s speed is lowered by 10 feet (to a minimum
the revenant can make one melee attack against of 5 feet) and its AC is lowered by 1.
a creature within range. This attack is made
with advantage, and if it hits, the attack is an
automatic critical hit.
SHADOW DEMON
When bloodied at 33 HP, the shadow demon has
SABER-TOOTHED TIGER the following features.
When bloodied at 26 HP, the saber-toothed tiger Frailty: Torn Shape. While bloodied, the shadow
has the following features. demon’s speed is lowered by 10 feet (to a minimum
of 5 feet) and its AC is lowered by 1.
Strength: Made It Angry. While bloodied,
the saber-toothed tiger has advantage on saving New Ability: Darkness. While bloodied, the
throws against being charmed, frightened, knocked shadow demon can cast the spell darkness at will.
prone, and stunned.
Trigger Ability: Cornered. When first bloodied,
SHAMBLING MOUND
the saber-toothed tiger can make a melee attack When bloodied at 68 HP, the shambling mound has
against a creature within range as a reaction. the following features.
Strength: One with Nature. While bloodied, the
SCARECROW shambling mound ignores difficult terrain caused
When bloodied at 18 HP, the scarecrow has the by plants such as vines, tall grass, and branches.
following features. Strength: Weapon Reach. While bloodied,
New Ability: Horrifying Killer. While bloodied, the shambling mound’s arms are extended. The
the scarecrow has advantage on attack rolls against shambling mound’s Slam attack now has a reach of
frightened creatures. In addition, the scarecrow can 10 feet instead of 5 feet.
take the Dash action as a bonus action, but only if it Death Throes: Rapid Overgrowth. The shambling
does so to move closer to a frightened creature. mound’s body withers away and thick vines grow
Trigger Ability: Terrifying Glare. When first from its body. The area within 5 feet of where the
bloodied, the scarecrow can use its Terrifying Glare shambling mound dies is overgrown with plants
action as a reaction. and becomes difficult terrain.

STRIXHAVEN: A CURRICULUM OF CHAOS 23


SKELETON STONE GIANT
When it dies, the skeleton has the following feature. When bloodied at 63 HP, the stone giant has the
following features.
Death Throes: Boneshard Barrage. There is a
25% chance that a skeleton is a boneshard skeleton. New Ability: Ground Smash. As an action while
When a boneshard skeleton dies, its body explodes, bloodied, the giant can hit the ground at its feet,
sending out a barrage of bone shards. Each creature making the earth shake. Each Medium or smaller
in a 10-foot radius of the skeleton must make a DC creature standing within 15 feet of the giant
13 Dexterity saving throw, taking 7 (3d4) piercing when it hits the ground must succeed on a DC 17
damage on a failed save and half as much damage Dexterity saving throw or fall prone. After using
on a successful one. Undead creatures take no this ability, the giant can make a single melee attack
damage from this trait. as a bonus action.
Strength: Hard as Stone. While bloodied, the
SPECTER giant’s skin hardens. The giant’s AC increases by 1.
When bloodied at 11 HP, the specter has the Death Throes: Timber. The giant falls in a
following features. random direction, provided it isn’t prone. Roll a
Frailty: Torn Shape. While bloodied, the specter’s d8 to determine which direction the giant falls
speed is lowered by 10 feet (to a minimum of 5 feet) when it dies. The area where it lands becomes
and its AC is lowered by 1. difficult terrain, and the giant takes up a 15-foot
square of space.
Death Throes: Death’s Embrace. A cold wind Each creature standing in the area must make
gusts out from where the specter was, engulfing a DC 15 Dexterity saving throw. On a failed save,
everyone nearby in a mournful embrace. Creatures the dead giant lands on the creature. The creature
within 10 feet of the specter when it dies must takes 17 (5d6) bludgeoning damage, is knocked
succeed on a DC 13 Wisdom saving throw or gain 1 prone, and is restrained under the giant’s body.
level of exhaustion. The creature must use an action and 10 feet of
movement on its turn to make a DC 17 Strength
SPY (Athletics) check, freeing itself from beneath the
When bloodied at 13 HP, the spy has the giant’s body on a success.
following feature. If a creature succeeds on the Dexterity saving
throw, it takes no damage, isn’t knocked prone,
Trigger Ability: Tactical Retreat. When first
and is pushed 5 feet out of the giant‘s space into
bloodied, the spy can use its reaction to move up to
an unoccupied space of the creature’s choice. A
its speed without provoking opportunity attacks. It
creature that cannot move or chooses not to move
then makes one attack with its longbow.
suffers the consequences of a failed saving throw.

24 BLOODIED & BRUISED


The creature must use an action and 10 feet of
SUCCUBUS/INCUBUS movement on its turn to make a DC 17 Strength
When bloodied at 33 HP, the succubus/incubus has (Athletics) check, freeing itself from beneath the
the following features. treant’s trunk on a success.
New Ability: Multiattack. While bloodied and If a creature succeeds on the Dexterity saving
in its fiend form, the succubus/incubus can attack throw, it takes no damage, isn’t knocked prone,
twice with its Claws on its turn. and is pushed 5 feet out of the treant‘s space into
an unoccupied space of the creature’s choice. A
Trigger Ability: Charm. When first bloodied,
creature that cannot move or chooses not to move
the succubus/incubus can use its Charm action
suffers the consequences of a failed saving throw.
as a reaction.

SWARM OF RATS TRIBAL WARRIOR


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

STRIXHAVEN: A CURRICULUM OF CHAOS 25


UNICORN VETERAN
When bloodied at 33 HP, the unicorn has the When bloodied at 29 HP, the veteran has the
following features. following features.
Ability Recharge: Healing Touch. When first New Ability: Battle Presence. While bloodied, the
bloodied, the unicorn regains one expended use of veteran has two reactions per round.
Healing Touch. New Ability: Parry. While bloodied, the veteran
Ability Recharge: Legendary Actions. When first can use its reaction to add 2 to its AC against
bloodied, the unicorn regains all expended uses of one melee attack that would hit it. To do so, the
its legendary actions. veteran must see the attacker and be wielding
Strength: Resistance from the Elements. While a melee weapon.
bloodied, the unicorn is resistant to acid, cold, fire, Trigger Ability: Cornered. When first bloodied,
and lightning damage. the veteran can make a melee attack against a
Trigger Ability: Spellcasting. When first bloodied, creature within range as a reaction.
the unicorn can use its reaction to cast a spell that
normally requires an action to cast. VINE BLIGHT
When bloodied at 13 HP, the vine blight has the
VAMPIRE following feature.
When bloodied at 72 HP, the vampire has the Ability Recharge: Entangling Plants. When
following features. first bloodied, the vine blight’s Entangling Plants
Ability Recharge: Legendary Actions. When first ability is recharged.
bloodied, the vampire regains all expended uses of
its legendary actions. WERERAT
Strength: Made It Angry. While bloodied, When bloodied at 39 HP, the wererat has the
the vampire has advantage on saving throws following features.
against being charmed, frightened, knocked Frailty: Cursed. While bloodied, the wererat
prone, and stunned. battles the animalistic aspects of its curse. At the
Strength: Strong Teeth. While bloodied, the end of each of its turns, it must succeed on a DC 10
vampire has advantage on Bite attacks. Wisdom saving throw or immediately transform
Trigger Ability: Charm. When first bloodied, the into a giant rat (no action required). Its statistics,
vampire can use its Charm action as a reaction. other than its size and Charisma and Intelligence
scores, are the same in each form. Any equipment
it is wearing or carrying isn’t transformed. While
transformed in this way, the wererat’s Intelligence
and Charisma scores are both lowered to 3 (−4). It
reverts to its true form after 1 minute or if it dies.
New Ability: Bloodlust. While bloodied, the
wererat deals one extra die of damage with its melee
weapon attacks against other bloodied creatures.
Trigger Ability: Cornered. When first bloodied,
the wererat can make a melee attack against a
creature within range as a reaction.

26 BLOODIED & BRUISED


transformed in this way, the werewolf ’s Intelligence
WERETIGER and Charisma scores are both lowered to 3 (−4). It
When bloodied at 60 HP, the weretiger has the reverts to its true form after 1 minute or if it dies.
following features.
New Ability: Bloodlust. While bloodied,
Frailty: Cursed. While bloodied, the weretiger the werewolf deals one extra die of damage
battles the animalistic aspects of its curse. At the with its melee weapon attacks against other
end of each of its turns, it must succeed on a DC 10 bloodied creatures.
Wisdom saving throw or immediately transform Trigger Ability: Cornered. When first bloodied,
into a tiger (no action required). Its statistics, the werewolf can make a melee attack against a
other than its size and Charisma and Intelligence creature within range as a reaction.
scores, are the same in each form. Any equipment
it is wearing or carrying isn’t transformed. While WIGHT
transformed in this way, the weretiger’s Intelligence
When bloodied at 22 HP, the wight has the
and Charisma scores are both lowered to 3 (−4). It
following features.
reverts to its true form after 1 minute or if it dies.
New Ability: Bloodlust. While bloodied, Frailty: Chipped Armor. While bloodied, the
the weretiger deals one extra die of damage wight’s AC is lowered by 1.
with its melee weapon attacks against other New Ability: Riposte. While bloodied, if a
bloodied creatures. creature misses the wight with a melee attack, it
Trigger Ability: Tactical Retreat. When first can use its reaction to make a melee weapon attack
bloodied, the weretiger can use its reaction to move against the creature.
up to its speed without provoking opportunity Trigger Ability: Tactical Retreat. When first
attacks. It then makes one attack with its longbow. bloodied, the wight can use its reaction to move up
to its speed without provoking opportunity attacks.
WEREWOLF It then makes one attack with its longbow.
When bloodied at 29 HP, the werewolf has the
following features. WRAITH
When bloodied at 33 HP, the wraith has the
Frailty: Cursed. While bloodied, the werewolf
following features.
battles the animalistic aspects of its curse. At the
end of each of its turns, it must succeed on a DC 10 Frailty: Torn Shape. While bloodied, the wraith’s
Wisdom saving throw or immediately transform speed is lowered by 10 feet (to a minimum of 5 feet)
into a wolf (no action required). Its statistics, and its AC is lowered by 1.
other than its size and Charisma and Intelligence Trigger Ability: Spirit Dash. When first bloodied,
scores, are the same in each form. Any equipment the wraith can use its reaction to move up to its
it is wearing or carrying isn’t transformed. While speed without provoking opportunity attacks.
Death Throes: Death’s Embrace. A cold wind
gusts out from where the wraith was, engulfing
everyone nearby in a mournful embrace. Creatures
within 10 feet of the wraith when it dies must
succeed on a DC 14 Wisdom saving throw or gain 1
level of exhaustion.

STRIXHAVEN: A CURRICULUM OF CHAOS 27


WYVERN
When bloodied at 55 HP, the wyvern has the
following features.
Frailty: Worn Out. While bloodied, the wyvern’s
speed is lowered by 10 feet (to a minimum of 5 feet).
New Ability: Dive Attack. While bloodied, if the
wyvern is flying and dives at least 30 feet straight
toward a target and then hits it with a melee weapon
attack, the attack deals an extra 7 (2d6) damage
to the target.
Strength: Made It Angry. While bloodied,
the wyvern has advantage on saving throws
against being charmed, frightened, knocked
prone, and stunned.
Trigger Ability: Cornered. When first bloodied,
the wyvern can make a melee attack against a
creature within range as a reaction.

ZOMBIE
When bloodied at 11 HP, the zombie has the
following feature.
New Ability: Sluggish/Bolting. While bloodied,
there’s a 75% chance the zombie becomes Sluggish
and a 25% chance the zombie becomes Bolting. If
it becomes Sluggish, the zombie’s movement speed
is lowered by 10 feet (to a minimum of 5 feet). If
it becomes Bolting, the zombie can take the Dash
action as a bonus action.

28 BLOODIED & BRUISED

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