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Sorrowsworn Creatures in Shadowfell

The document describes various monstrous entities from the Shadowfell, including their lore, tactics, and statistics. It details creatures like the Wretched, The Lost, The Lonely, The Hungry, and The Angry, each embodying different aspects of despair and suffering. Each entity has unique abilities and combat strategies, reflecting their nature and the environment they inhabit.

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0% found this document useful (0 votes)
31 views6 pages

Sorrowsworn Creatures in Shadowfell

The document describes various monstrous entities from the Shadowfell, including their lore, tactics, and statistics. It details creatures like the Wretched, The Lost, The Lonely, The Hungry, and The Angry, each embodying different aspects of despair and suffering. Each entity has unique abilities and combat strategies, reflecting their nature and the environment they inhabit.

Uploaded by

jerclaes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Sorrowsworn

T
he Shadowfell is an unkind place, to those that The Lost Tactics
wander its wastes. Melancholy and despair sit
heavy in the air, ready to sink deep into a heart The lost stalks its prey for several hours, allowing itself to be
that lingers too long; amplifing and twisting a heard while maintaining a great deal of distance. It waits
creature's suffering until it consumes them until a group of foes is preoccupied with something else, then
utterly. Such unfortunates are warped into new charges in, ideally approaching under cover, and attempts to
and terrible forms, persisting only for the sake grab the nearest creature like a lost 5-year-old grabbing a
of sharing their wretchedness with others. stranger at the mall.
Once it has a creature restrained, the lost does nothing
The Wretched Lore unless attacked, at which point it will continue attacking its
grappled creature. The lost releases a grappled creature that
History DC 15: The wretched are spawned from feelings of falls unconscious and pursues the nearest foe that is not
self-loathing and inadequacy, common among petitioners in incapacitated.
the shadowfell who travel to its edges to evade their final
judgement.
Nature DC 15: The wretched are obligate pack hunters,
latching on to prey and draining it of life force, heedless of
their own safety. This reckless fervor often leads them to
charge headlong into quagmires and off of cliffs in pursuit of
prey.
The Wretched Tactics
The wretched mass in groups of 10-20 and surge directly
toward the nearest foe, choosing the next-closest foe only if
the closest is too surrounded to reach. They attempt to leap
or climb over obstacles, rather than seeking a path around
them.
The Lost Lore
History DC 15: The shifting landscape of the shadowfell
confounds even those who know its paths, and in the endless
mists travelers often succumb to fear and anxiety, entering a
state of panic from which they will never emerge.
Nature DC 15: Those in the embrace of one of the lonely
find themselves in a dreadful connuntrum, as any harm dealt
to their attacker has the potential to be reflected on them,
and shoving the lonely off can often inspire it to still greater
viciousness.
Nature DC 20: As with many of the sorrowsworn, the fears
that afflcit the lost seek to escape and take root in other
hosts. A creature able to sufficiently still its mind is capable
of rebounding this malign force upon the lost, though the
constant, terrible wailing makes this no small feat.
The Wretched The Lost
Small monstrosity, neutral evil Medium monstrosity, neutral evil

Armor Class 15 (Natural Armor) Armor Class 15 (Natural Armor)


Hit Points 10 (4d6 - 4) Hit Points 162 (25d8 + 50)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 9 (-1) 5 (-3) 6 (-2) 5 (-3) 17 (+3) 12 (+1) 15 (+2) 6 (-2) 7 (-2) 5 (-3)

Senses Darkvision 60 ft., Passive Perception 8 Skills Athletics +6


Challenge M4 (220 XP) Damage Resistances Necrotic; Bludgeoning,
Piercing, and Slashing while in Dim Light or
Minion. If the creature takes damage from an attack Darkness
or as the result of a failed saving throw, its hit Senses Darkvision 60 ft., Passive Perception 8
points are reduced to 0. If the creature takes Languages Common
damage from another effect, it dies if the damage Challenge 7 (3,900 XP)
equals or exceeds its hit point maximum, otherwise
it takes no damage. Disorienting Wail. Creatures within 500 ft. of the
lost that can hear it wailing have disadvantage on
Swarming Overrun. A creature that starts its turn ability checks and saving throws that use Wisdom
within 5 ft. of three or more of the wretched must as their vision blurs and sounds become distorted
succeed on DC 10 Strength saving throw or be and unintelligible.
knocked prone.
A creature within 5 ft. of five or more of the Actions
wretched makes this saving throw at disadvantage, Multiattack. The lost makes five attacks with its arm
and cannot stand from prone this turn if it fails. spikes and uses its embedding embrace. It makes
one fewer attack for each arm spike that is
Actions grappling a creature.
Latching Bite (Group Attack). Melee Weapon Attack:
+3 to hit, reach 5 ft., one creature. Hit: 5 piercing Arm Spike. Melee Weapon Attack: +6 to hit, reach 5
damage and the wretched attaches to the target. ft., one target. Hit: 10 (1d6 + 3) piercing damage
and the target is grappled (escape DC 14). A
While attached, the wretched can't attack, and at creature grappled by three or more of the lost's
the start of each of the wretched's turns, the target arms is restrained. The lost has five arm spikes, but
takes 5 necrotic damage. The wretched can detach may grapple only a single creature at a time, and
itself by spending 5 feet of its movement. cannot release a creature voluntarily.
Embedding Embrace. One creature grappled by the
lost takes 7 (2d6) piercing damage for each arm
grappling it and must succeed on a DC 13 Wisdom
saving throw or be Frightened until the beginning
of the lost's next turn.
If a creature succeeds on this saving throw by 5 or
more the lost is Stunned until the end of its next
turn and releases any creature grappled by it.

Reactions
Psychic Flood. As a reaction to taking damage, the
lost forces a creature it has grappled to succeed on
a DC 13 Wisdom saving throw or take an equal
amount of psychic damage.
The Lonely Lore
History DC 15: Connection and understanding are in short
supply in the domains of shadow, and none feel the sting of
that more accutely than the lonely, some who are
transformed even in the midst of thriving settlements.
History DC 20: The lonely appear to experience intense pain
whenever creatures flee their presence, their wretchedness
often giving deadly pause to even the most hard-hearted of
shadow delvers.
Nature DC 15: While the extensible arms of the lonely can
be damaged and destroyed, the creature seems able to
produce replacements without effort or distress.
The Lonely Tactics
The lonely runs headlong into the greatest concentration of
enemies and attempts to grapple two of them, switching to its
Sorrowful Embrace once it has a creature grappled with each
arm. If enemies try to destroy its arms, it changes tactics,
instead using its Branching Barbs whenever it is available
and the lonely has two creatures grappled.
If a single foe tries to leave its reach, the lonely usually will
make an opportunity attack to grapple it and keep it from
doing so, but if multiple creatures seem to be triggering its
abandonment weakness it instead uses its Wretched Sobbing
to keep them from fleeing.

The Hungry Lore


History DC 15: Creatures do not die of deprivation in the
plane of shadow, but their appetites are not abated, and the
depths of hunger endured by its residents who lack ready
access to food are matched nowhere in the great wheel.
Some such denizens are themselvles consumed by this
hunger, and then are driven to consume all others, though
their appetite can never be even momentarily sated.
Nature DC 15: The ravenous frenzy of the hungry is further
provoked whenever a creature it can see is magically healed,
though such interventions are often required regardless, as
the hungry will happily swallow whole a wounded creature,
even one larger than it.
The Hungry Tactics
One often comes upon the hungry mid-gorging, though they
will always break off to pursue fresh prey. The hungry attacks
the creature with the most unexpended hit die, attacking with
its claws and then attempting to swallow it whole once it
drops. If the creature has no unexpended hit dice, the hungry
does not make a second attempt, instead going after
whichever creature now has the greatest number of
unexpended hit dice.
The Lonely The Hungry
Medium monstrosity, neutral evil Medium monstrosity, neutral evil

Armor Class 16 (Natural Armor) Armor Class 17 (Natural Armor)


Hit Points 195 (26d8 + 78) Hit Points 165 (22d8 + 66)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 6 (-2) 11 (+0) 6 (-2) 19 (+4) 10 (+0) 17 (+3) 6 (-2) 11 (+0) 6 (-2)

Damage Resistances Necrotic; Bludgeoning, Damage Resistances Necrotic; Bludgeoning,


Piercing, and Slashing while in Dim Light or Piercing, and Slashing while in Dim Light or
Darkness Darkness
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Languages Common Languages Common
Challenge 9 (5,000 XP) Challenge 11 (7,200 XP)

Psychic Leech. At the start of each of the lonely's Life Hunger. If a creature the hungry can see regains
turns, each creature either grappled by it or within hit points, the hungry gains advantage on attack
5 ft. of it must succeed on a DC 15 Wisdom saving rolls until the end of its next turn. The hungry has
throw or take 10 (3d6) psychic damage. disadvantage on attack rolls made against creatures
with no unexpended hit dice.
Thrives on Company. The lonely has advantage on
attack rolls while it is within 30 ft. of at least two Ruinous Consumption. A creature that starts its turn
other creatures. The first time each turn that a grappled by the hungry must make a DC 15
creature leaves the lonely's reach, the lonely takes Constitution saving throw. On a failure, a creature
10 (3d6) psychic damage. loses 1d10 unexpended hit dice, then drops to 0
hit points if it has no unexpended hit dice
Actions remaining. The hungry gains 5 temporary hit points
for each hit die expended in this way.
Multiattack. The lonely makes two attacks with its
harpoon arms, each of which it may replace with a
use of its sorrowful embrace. Actions
Multiattack. The hungry makes two attacks with its
Harpoon Arms. Melee Weapon Attack: +7 to hit, claws.
reach 30 ft., one target. Hit: 21 (4d8 + 3) piercing
damage and the target is grappled (escape DC 15). Claws. Melee Weapon Attack: +8 to hit, reach 10 ft.,
The lonely's harpoon arms can be attacked (AC 16; one target. Hit: 18 (4d6 + 4) slashing damage and
the target is grappled (escape DC 16) and
15 hit points). Destroying an arm deals no damage
to the lonely, which can grow a replacement on its restrained until the grapple ends. While grappling a
creature, the hungry can't attack another creature
next turn.
with its claws.
Sorrowful Embrace. Each creature grappled by the
Swallow Whole. The hungry begins to swallow a
lonely takes 10 (3d6) psychic damage and is pulled
up to 15 ft. towards it. Large or smaller creature that is incapacitated. At
the beginning of the hungry's next turn, the target
Branching Barbs (Recharge 5-6). The lonely causes is swallowed and its body is destroyed, and the
its harpoon arms to grow branching barbs of jagged hungry regains 30 hit points.
bone. Each creature grappled by it must succeed on
This action is disrupted if the hungry takes any
a DC 15 Constitution saving throw or take 27
radiant damage, suffers a critical hit, is knocked
(6d8) piercing damage, or half as much on a
prone, or is incapacitated, or if the creature it is
success.
swallowing regains any hit points.
Reactions Reactions
Wretched Sobbing. As a reaction to a creature
Wave of Exhaustion (1/Day). As a reaction to being
leaving its reach, the lonely lets out a wretched sob.
Each creature within 60 ft. that can hear it must reduced below 83 hit points, the hungry forces
each creature within 30 ft. to succeed on a DC 15
succeed on a DC 15 Wisdom saving throw or be
unable to move away from the lonely until the Constitution saving throw or fall prone and be
unable to stand on its following turn.
beginning of the lonely's next turn.
The Angry Lore
The Angry History DC 15: Some who wander the shadowfell seek a
sort of refuge from the misery in resentment, externalizing
Medium monstrosity, neutral evil
and personifying their impassive tormentor as a way of
Armor Class 18 (Natural Armor) reckoning with it. Sadly this is no escape, as anger worms as
Hit Points 255 (30d8 + 120) deep as any other of the shadowfells cruel medicants.
Speed 30 ft. Nature DC 20: The angry require perpetual conflict,
desperate for an enemy so they do not have to confront
themselves. Those who deny them that outlet find the
STR DEX CON INT WIS CHA strength of their assailant much diminished.
17 (+3) 10 (+0) 19 (+4) 8 (-1) 13 (+1) 6 (-2)
The Angry Tactics
Skills Perception +6
Damage Resistances Necrotic; Bludgeoning,
The angry first attacks the nearest foe, and thereafter
Piercing, and Slashing while in Dim Light or
whichever foe harmed it most recently, happily provoking
Darkness attacks of opportunity to gain the Maddened damage bonus
Senses Darkvision 60 ft., Passive Perception 16 on as many of its attacks as possible, and to provoke its
Languages Common Vicious Outburst. If it starts its turn Seething or Enraged, it
Challenge 13 (10,000 XP) uses its Shrieking Charge instead of its multiattack.
If its enemies begin exploiting its pacifism weakness in
Two Heads. The angry has advantage on Wisdom earnest, it dashes on each of its turns, fleeing as best as it is
(Perception) check and on saving throws against able.
being Blinded, Charmed, Deafened, Frightened,
Stunned, and knocked unconscious.
Pacifism Weakness. If a creature within 15 ft. of the
angry that is not incapacitated takes no hostile
action on its turn, the angry takes 19 (3d12)
psychic damage.
Rising Fury. The angry gains one of the following
effects, depending its level of fury. Whenever the
angry takes damage from a source other than its
pacifism weakness, its fury increases by one level.
Whenever the angry deals damage, its fury
decreases by one level.
Seething. The angry has disadvantage on attack
rolls made against creatures other than itself.
Enraged. The angry has advantage on attack rolls.
Maddened. The angry has advantage on attack
rolls. On a hit, its attacks deal an additional 19
(3d12) psychic damage.

Actions
Multiattack. The angry makes two attacks with its
hook.
Hook. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 22 (3d12 + 3) slashing damage and
the target is pushed 5 ft. away.
Shrieking Charge (Recharge 5-6). The angry moves
its speed toward the creature that most recently
took hostile action against it and makes a melee
attack. Each creature within 30 ft. that can hear the
angry must succeed on a DC 17 Wisdom saving
throw or be forced to take the attack action on its
following turn.

Reactions
Vicious Outburst. As a reaction to becoming
Maddened, the angry moves up to half its speed
and makes a melee attack.
Art Credits Johnathan Chavez
Joseph Donley
Summoning the Angry by Svetlin Velinov Josh Huston
The Lost by Shawn Wood Justin King
The Wretched by Shawn Wood Kelsii Weber
The Lonely by Shawn Wood Kyle Cove
The Hungry by Shawn Wood Lascifrass
THe Angry by Shawn Wood Lawrence Courtrelle
Luke Wheeler
Malacandrian
The Part Where I Shill My Patreon Marc Adelman
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