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Bloodied and Bruised Vol. 5 – Bigby Presents: Glory of the Giants

Publisher: Dungeon Masters Guild

New Combat Actions for the Creatures in Bigby Presents: Glory of the Giants

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 and amp; 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 and amp; 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 and amp; 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

Barrowghast

When bloodied at 69 HP, the barrowghast has the following features.

New Ability: Sluggish/Bolting. While bloodied, there’s a 75% chance the barrowghast becomes Sluggish and a 25% chance the zombie becomes Bolting. If it becomes Sluggish, the barrowghast’s movement speed is lowered by 10 feet (to a minimum of 5 feet). If it becomes Bolting, the barrowghast can take the Dash action as a bonus action.
Strength: Horde Leader. While bloodied and within 5 feet of a zombie the barrowghast made, the barrowghast’s weapon attacks score a critical hit on a roll of 19 or 20.
Death Throes: Noxious Splash Zone. The barrowghast convulses in death, its wounds tearing and spurting. Creatures within 10 feet of the barrowghast must make a DC 16 Dexterity saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Cradle of the Stone Scion

When bloodied at 227 HP, the cradle of the stone scion has the following features.

Ability Recharge: Shattering Roar. When first bloodied, the cradle’s Shattering Roar ability is recharged.
New Ability: Hard as Rock. While bloodied, the cradle can use its reaction to add 2 to its AC against one melee attack that would hit it. To do so, the cradle must see the attacker.
Death Throes: From Cradle… When the cradle dies, it releases its contained scion and scatters into a blanket of elemental dust. This dust covers a 30-foot radius centered on the space where the cradle died. This area is difficult terrain for creatures other than the scion. As long as the cradle’s scion remains within this area, the scion has advantage on saving throws against effects that would make it have the charmed or frightened condition.

Scion of Skoraeus

When bloodied at 222 HP, the scion of Skoraeus has the following features.

Ability Recharge: Entombing Grasp. When first bloodied, the scion’s Entombing Grasp ability is recharged.
New Ability: Hard as Rock. While bloodied, the scion can use its reaction to add 2 to its AC against one melee attack that would hit it. To do so, the scion must see the attacker.
Death Throes: …to Grave. When the scion dies, a massive energy burst explodes from the scion’s body. Creatures within 120 feet of the scion are hit by a blast of elemental power and must succeed on a DC 20 Strength saving throw or take 27 (5d10) force damage and have the prone condition. If a creature fails the save by 5 or more, it takes double damage and sustains an injury that lowers its movement speed by 15 feet (to a minimum of 10 feet) until it has completed 3 consecutive long rests.

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:lang="en-gb" and gt;When bloodied at 201 HP, the cradle of the hill scion has the following features.

Ability Recharge: Rolling Hills. When first bloodied, the cradle’s Rolling Hills ability is recharged.

New Ability: Hard as Rock. While bloodied, the cradle can use its reaction to add 2 to its AC against one melee attack that would hit it. To do so, the cradle must see the attacker.

Death Throes: From Cradle… When the cradle dies, it releases its contained scion and scatters into a blanket of elemental dust. This dust covers a 30-foot radius centered on the space where the cradle died. This area is difficult terrain for creatures other than the scion. As long as the cradle’s scion remains within this area, the scion has advantage on saving throws against effects that would make it have the charmed or frightened condition.:lang="en-gb" and gt;[EJ1] 


:lang="en-gb" and gt; [EJ1]:lang="en-gb" and gt;This is another new wording thing that I hate—“effects that would make it have the X condition.” So wordy and gross. 



This post first appeared on D&D Tomb, please read the originial post: here

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Bloodied and Bruised Vol. 5 – Bigby Presents: Glory of the Giants

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