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