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.
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.
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.