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SORROWSWORN


The Shadowfell's pervasive melancholy sometimes 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 man-

ifestations of anger; others are loneliness given physical

form. Their nature provides a clue both to understand-

ing how they become more powerful and to overcoming

them. Giving in to the negative emotions that the sor-

rowsworn represent causes these entities to grow dead-

lier. Fighting against these emotions can weaken them

and drive them away.

THE ANGRY


Relying on violence to sustain their existence, the An-

gry grow more powerful when their foes fight back. If a


creature opts not to attack, though, the Angry becomes

confused, and its attacks weaken. Each of the Angry has

two heads, which bicker with each other until they find

something e lse on which they can vent their wrath.

THE HUNGRY


Horrid beasts with grasping claws and yawning mouths,

the Hungry do whatever is necessary to sate their ap-

petites. These greedy devourers consume all life and

energy they encounter, stuffing their maws with flesh

and drinking in their victims' screams. When they fin-

ish, they lurch away while their bright eyes resume the

search for something else to consume.

THE LONELY


The sorrow of isolation afflicts many creatures that lurk

in the Shadowfell, but the need for companionship is

never manifested more dramatically than in the Lonely.

When these sorrowsworn spot other creatures, they feel

keenly the need for interaction and so they launch their

harpoon-like arms to drag their victims close.

THE LOST


The Shadowfell turns visitors around until they become

marooned in its twisted landscape. The Lost are repre-

sentations of the anxiety and fear that people experience


when they can't find their way. These sorrowsworn ap-

pear as desperate and panicked things.

The Lost try to embrace any creatures they can reach,

attempting to find solace in the contact. Aside from the


horror of being embraced by such a thing, the victim

experiences a flood of fear and panic as its mind buckles

under the fury of this assault. The harder the victims' al-

lies fight for release, the worse the experience becomes.

THE WRETCHED


Horrid little monsters, the Wretched gather in large

packs to scour the Shadowfell for prey. These pitiful en-

tities subsist on life force, so when they find a creature,

they surge forward to sink their fangs into their victims

and drink deep of their life energy and their fear.

THE ANGRY


Medium monstrosity, neutral evil

Armor Class 18 (natural armor)

Hit Points 255 (30d8 + 120)

Spee d 30 ft.

STR

17 (+3)

DEX

10 (+O)

Skills Perception +6

CON

19 (+4)

INT

8 (-1)

WIS

13 (+l)

CHA

6 (-2)

Damage Resistances bludgeoning, piercing, and slashing while

in dim light or darkness

Senses darkvision 60 ft., passive Perception 16

Languages Common

Challenge 13 (10,000 XP)

Two Heads. The Angry has advantage on Wisdom (Perception)

checks and on saving throws against being blinded, charmed,

deafened, frightened, stunned, or knocked unconscious.

Rising Anger. If another creature deals damage to the Angry,

the Angry's attack rolls have advantage until the end of its

next turn, and the first time it hits with a hook attack on its

next turn, the attack's target takes an extra 19 (3dl 2) psy-

chic damage.

On its turn, the Angry has disadvantage on attack rolls if

no other creature has dealt damage to it since the end of its

last turn.

ACTIONS

Multiattack. The Angry makes two hook attacks.

Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 16 (2dl2 + 3) piercing damage.

CHAPTER 6 I BESTlARY




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