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Publisher: Dungeon Masters Guild

New Combat Actions for the Creatures in Baldur’s Gate: Descent into Avernus

The 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 ground and causes the earth around it to quake. 

Bloodied & Bruised is a series providing new combat actions for the creatures in the 5e roster. When pushed to their limits in combat, these monsters, critters, fiends, and foes gain new abilities that aid them in battle, or perhaps spell their doom depending on the circumstances. Bloodied & Bruised takes inspiration from the “bloodied” condition from 4e, making entirely new combat actions that can completely change the nature of a fight.

In addition, Bloodied & Bruised also introduces several “death throes” to the game, marking the demise of certain creatures with a grand explosion, heavy fall, or other unique effect to make the slaying of a great monster a truly unique experience.

Examples of Bloodied Actions

When bloodied at 18 HP, the hollyphant has the following features.

Ability Recharge: Trumpet. When first bloodied, the hollyphant regains one expended use of Trumpet.
New Ability: Gentle Messenger. If the hollyphant casts a healing spell while bloodied, the target is filled with calm in addition to the spell’s healing effects. For the next 24 hours, the target cannot fail death saving throws and it regains an additional 2 hit points from magical healing. If the hollyphant dies, these effects end early.
Death Throes: Font of Celestial Light. Bright light burns in a silhouette of the slain deva. Creatures within 10 feet of the hollyphant when it dies and can see it must succeed on a DC 15 Constitution saving throw or be blinded until the beginning of their next turn.

When bloodied at 121 HP, Kostchtchie has the following features.

Ability Recharge: Legendary Actions. When first bloodied, Kostchtchie regains all expended uses of his legendary actions.
Strength: Big Swing. While bloodied, Kostchtchie gains more precise control of his warhammer Matalotok. If he hits a Medium or smaller creature with the warhammer and the attack roll exceeds the creature’s AC by 10 or more, Kostchtchie can force the creature to make a DC 18 Dexterity saving throw. On a failed save, the creature is thrown up to 30 feet away from Kostchtchie in a direction of his choice, landing prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Trigger Ability: Cornered. When first bloodied, Kostchtchie can use his reaction to make a melee attack against a creature within range.

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