I can't view the link at work. Can you present an example or two with comments? I am curious.
Sure.
Design Notes:
Bloodied - Many of these powers implement the “bloodied” condition from 4th edition when a character or monster reaches exactly 50% of its maximum hit points (13th Age refers to this as “Staggered”. Page 248 of the 5th edition DMG actually does refer to bloodied as a descriptor, but does not tie any mechanics to it:
Players often ask how hurt a monster looks. You can describe the monster taken to half its hit points as bloodied, giving the players a sense of progress in a fight against a tough opponent, and helping them judge when to use their most powerful spells and abilities.
Reintroducing bloodied as a mechanic to 5th edition opens a wide range of tactical combat options for those who want a higher degree of complexity in their battles.
Challenge Rating – These optional rules do not incorporate the changes that might happen to a monster’s Challenge level or XP value. I do not use XP in my home games, but if you do, you’ll need to weigh the severity of the powers and figure out an appropriate modifier. The abilities are not created equally; some are vastly more powerful than others. In general, I would say that anything that deals extra damage or gives an extra attack would increase the CR by +1. Adding two or more powers to a single monster would also require careful consideration.
Miniatures – Adding more tactical details means that miniatures and markers become more useful. This is not necessary at all, but for those who do use miniatures in their roleplaying game, I suggest colored markers or tabs to denote conditions on players and monsters for ease of play and identification. We have a box of square colored tabs to show anything from poisoned, to bloodied, to slowed to confused to blinded and so forth.
Natural Even/Odd Hits and Misses – This is another mechanic that adds simple randomness to powers that key off the d20 roll.
New Conditions – Confused (you can’t make opportunity attacks or use special abilities or spells, and may even attack allies if they are within reach); Dazed (you are at -1 to all rolls); Vulnerable (attacks against you have increased crit range); Weakened (all attacks are at disadvantage and you inflict half damage)
Recharge – The monster powers listed below do not normally list recharge mechanics but instead leave that mostly up to the DM to decide. Typical recharges are 4-6 on a d6, 5-6 on a d6, 1x/day, 2x/day, or 3x/day. Some of these could also be considered “Encounter powers” that can only be used during that particular combat, but might be reset if the monster retreats and is met at a later time, with or without a short or long rest. Some powers are based on how long the battle has lasted, such as certain abilities only activating on Round 3+.
ABILITIES ARE LISTED IN ALPHABETICAL ORDER
Abyssal whispers—3d6 psychic damage, and the target is dazed (save ends); OR the target can choose to avoid the effect by taking 6d6 psychic damage to clear their head. Increase the severity of the dazed effect by modifying the DC between 10 and 20, depending on the power and level of the monster.
Big bully: The monster deals double damage with its attacks against bloodied enemies.
Big shove (each enemy engaged with monster)—3x/day, as its action, the creature deals 1d6 damage to all targets and they must make a DC 15 Constitution save or be pushed 10’ away. Quick use: This power only requires a free action (once per round) instead of a standard action if the battle is at round 4+.
Blood frenzy: The monster’s critical hit range expands to 18-20 when it is bloodied.
Blood fury: +1d6 melee damage if the creature or its target is bloodied.