Publisher: Dungeon Masters Guild
New Combat Actions for the Creatures in Waterdeep: Dragon Heist
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 68 HP, Hlam has the following features.
Ability Recharge: Legendary Actions. When first bloodied, Hlam regains all expended uses of his legendary actions.
New Ability: Battle Presence. While bloodied, Hlam can take three reactions each round.
Strength: Improved Deflect Missiles. While bloodied, if Hlam catches the missile fired at him, he can use a reaction to make a ranged attack with the weapon or piece of ammunition he just caught. That attack has the following details: Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 10 (1d6 + 7) piercing damage.
Trigger Ability: Whirlwind of Blows. When first bloodied, Hlam can move up to half his speed without provoking opportunity attacks. He then makes one melee attack against each creature within reach.
When bloodied at 61 HP, Jarlaxle Baenre has the following features.
Ability Recharge: Legendary Actions. When first bloodied, Jarlaxle regains all expended uses of his legendary actions.
Frailty: Soft Skin. If Jarlaxle is hit with a critical hit while bloodied, he has disadvantage on ability checks and saving throws until the end of his next turn.
New Ability: Magic Item Savant. While bloodied, Jarlaxle uses his magic items with more expertise. He can activate his cloak of invisibility, feather of diatryma summoning, portable hole, or wand of web as a bonus action instead of an action.
Trigger Ability: Cornered. When first bloodied, Jarlaxle can make a melee attack against a creature within range as a reaction.
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