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Publisher: Dungeon Masters Guild

New Combat Actions for the Creatures in Icewind Dale: Rime of the Frostmaiden

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

Chardalyn Dragon
When bloodied at 73 HP, the chardalyn dragon has the following features.

Ability Recharge: Legendary Actions. When first bloodied, the dragon regains all expended uses of its legendary actions.
Ability Recharge: Radiant Breath. When first bloodied, the dragon’s Radiant Breath ability is recharged.
New Ability: Fling. While bloodied, the dragon can replace one of its Claw attacks with a Fling attack, but only if it just successfully hit a Medium or smaller creature with a Bite attack on the same turn. Then, the creature the dragon just bit is thrown up to 30 feet in a direction of the dragon’s choice, landing prone. If a thrown target strikes a solid surface, the target takes 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 17 Dexterity saving throw or take the same damage and be knocked prone.
Trigger Ability: Cornered. When first bloodied, the dragon can use its reaction to make a Claw attack against a creature within range.
Death Throes: Arcane Boom. An arcane explosion happens as the dragon falls to the ground. Each creature in a 30-foot radius of the dragon when it expires takes 25 (10d4) force damage.

Tomb Tapper
When bloodied at 103 HP, the tomb trapper has the following features.

New Ability: Steal Magic Item (Recharge 5−6). As a bonus action while bloodied, the tomb tapper tries to wrench the magic item away from a creature within 10 feet of it. The creature must succeed on a DC 16 Strength (Athletics) check to avoid having its magic item stolen.
New Ability: Wide Swing. As an action while bloodied, the tomb tapper can spin around with its sledgehammer, attempting to strike each creature standing within 10 feet of it. Creatures within 10 feet of the tomb tapper must succeed on a DC 17 Dexterity saving throw or take 21 (6d6) bludgeoning damage.
Trigger Ability: Cornered. When first bloodied, the tomb trapper can make a melee attack against a creature within range as a reaction.

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