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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