More Sorrowsworn | New Monsters for Fifth Edition

The Shadowfell gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.

Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.

The Guilty

Guilt is a difficult emotion to overcome. Those who’ve created horrible crimes are often wracked with it, unable to shake flashes of dark memories from their mind. The sorrowsworn who form from these emotions appear as headless, centaur-like creatures with massive, bone-protrusions in place of fists they use to pummel the guilty to a bloody pulp.

The Apathetic

As a rule, apathy manifests itself in those who do not have the power or the ability to rebel openly. It is a passive-aggressive way to express protest and disagreement with something. And like the other emotions that create the sorrowsworn, it, too, gives rise to a dark being. The sorrowsworn created from emotions of apathy look like shades that feed on the life force of creatures who fail to take action.

the-guilty
Art by Pascal Raimbalt.

The Guilty

Large  monstrosity, neutral evil


Armor Class 19 (natural armor)

Hit Points 315 (30d10 + 150)

Speed 40 ft.


Abilities Str 20 (+5), Dex 12 (+1), Con 20 (+5), Int 9 (-1), Wis 14 (+2), Cha 6 (-2)


Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness

Senses darkvision 60 ft., passive Perception 12

Languages Common

Challenge 16 (15,000 XP)


Blood for Blood. If another creature deals damage to the Guilty, the Guilty marks that creature as its quarry. The guilty knows the direction and distance to its quarry as long as its quarry remains within 1 mile of the Guilty. Additionally, the Guilty has advantage on its attack rolls against its quarry and its fist attacks deal an extra 26 (4d12) psychic damage against its quarry. The creature remains the Guilty’s quarry until it moves more than 1 mile from the Guilty, it dies, or a different creature deals damage to the Guilty; thus, making the new creature the Guilty’s quarry.

The Guilty has disadvantage on attack rolls against creatures other than its quarry.


Actions

Multiattack. The Guilty makes two fist attacks.

Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

The Apathetic

Medium monstrosity, neutral evil


Armor Class 15 (natural armor)

Hit Points 93 (17d8 + 17)

Speed 30 ft.


Abilities Str 13 (+1), Dex 16 (+3), Con 13 (+1), Int 6 (-2), Wis 7 (-2), Cha 5 (-3)


Skills Stealth +9

Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness

Senses darkvision 60 ft., passive Perception 8

Languages Common

Challenge 6 (2,300 XP)


 

Apathy’s Avatar. If another creature deals damage to the Apathetic, the Apathetic has disadvantage on its attack rolls against that creature until the end of its next turn.


Actions

Multiattack. The Apathetic makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.


Reactions

Thrash the Apathetic. If a creature the Apathetic sees ends its turn without dealing damage to the Apathetic or any other creature within 30 feet of the Apathetic, the Apathetic can use its reaction to move half its movement speed then make two claw attacks against the creature. Claw attacks made in this way are made with advantage against the target and deal an extra 7 (2d6) psychic damage.


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Thumbnail art by Evolve.

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