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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8687297" data-attributes="member: 53176"><p><h3>Sorrowsworn (MtoF)</h3><p></p><p>Sorrowsworn are raw emotions given physical form from the Shadowfell. Unfortunately, given the nature of the Shadowfell, all of the emotions incarnated this way are negative ones. Sorrowsworn also feed off of their named emotion, a cool concept, with mixed results depending on the mechanic.</p><p></p><p>Angry</p><p></p><p>Angry Sorrowsworn are melee brutes that get stronger if they are attacked, and weaker if they are ignored (though not enough to actually destroy them, you still need violence for that.) They even possess resistance to all weapon damage, regardless of whether it is magical or not, as long as they are in the shadows. Unfortunately, that’s all they have. At CR 13, with a speed of 30’, no reach, and no control on their attacks, it is very easy to just control or ignore them while dispatching other threats. I suppose that is the intention of the creature, but it feels weird to have a monster that is designed to be ignored. On the up side, they are a bit harder to control than most, given that they have advantage against a bunch of control options due to their two heads.</p><p></p><p>In the changeover, The Angry had their advantage in perception folded into their perception skill.</p><p></p><p>Hungry</p><p></p><p>Hungry Sorrowsworn are voracious predators that only exist to consume, presumably reflecting the negatives of starving to death while being lost in the Shadowfell. At CR 11, they are a bit more effective in combat than an Angry, given that you can’t just ignore them to make them weaker. Instead, they get a boost in power whenever anyone around them is healed. I’m not sure I see the connection between healing and hunger, but it is a terrifying mechanic that should be explored more often. They even have a grappling attack for a minor control, which is at least something to work with other than mindlessly slashing at things. </p><p></p><p>Also worth noting, the Hungry has no “weakness.” You would think that you could distract them by throwing food on the ground or something, but that’s merely a suggestion and not hard-written into the rules. </p><p></p><p>The Hungry were not significantly changed for this printing.</p><p></p><p>Lonely </p><p></p><p>Lonely Sorrowsworn just want a hug. Unfortunately for them, they have harpoons for arms, and psychically leach emotions out of the people nearby, which kills any company they might have. The Lonely are quite well designed. The aforementioned harpoon arms can grapple a target from up to 60’ away, and they have an attack that can reel targets in close, where their damage arua can also chip away from them. Their weakness is playing keep-away, if you can manage to stay more than 30’ away from them, they gain disadvantage on their attack rolls. If there was any way to make this monster more perfect, it would be a climb speed to match their creepy spikey-limbs (and of course, the option to drop people from high up after grappling them.)</p><p></p><p>The Lonely was also not significantly changed.</p><p></p><p>Lost</p><p></p><p>Lost Sorrowsworn are basically worse Lonely Sorrowsworn. They come from the feeling of being lost, but their gimmick is also to run up and grapple people. Unfortunately for the Lost, their grapple is only single target, Melee Range, and has a Recharge mechanic. However, their grapple inflicts Fear (making it a bit harder to escape) and they do get a nifty reaction that causes damage to the grappled target when they are hit. They lack any sort of bonus or penalty tied to their namesake emotion, which makes them a bit bland when compared to other Sorrowsworn.</p><p></p><p>The Lost is another creature that was not significantly changed.</p><p></p><p>Wretched</p><p></p><p>Wretched Sorrowsworn represent the emotion of annoyance. When manifested in a CR ¼ creature, this makes them into overgrown leeches, apparently. The Wretched attack their target once (with advantage if there is an ally nearby), then latch on dealing automatic damage in the subsequent rounds. This bite is not a grapple, and the Wretched moves for free when the target they have latched onto moves. Removing a Wretched takes an entire action, which makes them suitably annoying when in a mixed pack of monsters that is way above their CR, and their resistance to weapon damage makes them suitably deadly when faced in Tier 1 of the game. Their weakness is not having any allies to make attacks with, which is kind of a nothing weakness that is only likely to show up if you have already “won” the encounter at that point.</p><p></p><p>Like most of their fellow Sorrowsworn, the Wretched was not significantly changed for this printing.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8687297, member: 53176"] [HEADING=2]Sorrowsworn (MtoF)[/HEADING] Sorrowsworn are raw emotions given physical form from the Shadowfell. Unfortunately, given the nature of the Shadowfell, all of the emotions incarnated this way are negative ones. Sorrowsworn also feed off of their named emotion, a cool concept, with mixed results depending on the mechanic. Angry Angry Sorrowsworn are melee brutes that get stronger if they are attacked, and weaker if they are ignored (though not enough to actually destroy them, you still need violence for that.) They even possess resistance to all weapon damage, regardless of whether it is magical or not, as long as they are in the shadows. Unfortunately, that’s all they have. At CR 13, with a speed of 30’, no reach, and no control on their attacks, it is very easy to just control or ignore them while dispatching other threats. I suppose that is the intention of the creature, but it feels weird to have a monster that is designed to be ignored. On the up side, they are a bit harder to control than most, given that they have advantage against a bunch of control options due to their two heads. In the changeover, The Angry had their advantage in perception folded into their perception skill. Hungry Hungry Sorrowsworn are voracious predators that only exist to consume, presumably reflecting the negatives of starving to death while being lost in the Shadowfell. At CR 11, they are a bit more effective in combat than an Angry, given that you can’t just ignore them to make them weaker. Instead, they get a boost in power whenever anyone around them is healed. I’m not sure I see the connection between healing and hunger, but it is a terrifying mechanic that should be explored more often. They even have a grappling attack for a minor control, which is at least something to work with other than mindlessly slashing at things. Also worth noting, the Hungry has no “weakness.” You would think that you could distract them by throwing food on the ground or something, but that’s merely a suggestion and not hard-written into the rules. The Hungry were not significantly changed for this printing. Lonely Lonely Sorrowsworn just want a hug. Unfortunately for them, they have harpoons for arms, and psychically leach emotions out of the people nearby, which kills any company they might have. The Lonely are quite well designed. The aforementioned harpoon arms can grapple a target from up to 60’ away, and they have an attack that can reel targets in close, where their damage arua can also chip away from them. Their weakness is playing keep-away, if you can manage to stay more than 30’ away from them, they gain disadvantage on their attack rolls. If there was any way to make this monster more perfect, it would be a climb speed to match their creepy spikey-limbs (and of course, the option to drop people from high up after grappling them.) The Lonely was also not significantly changed. Lost Lost Sorrowsworn are basically worse Lonely Sorrowsworn. They come from the feeling of being lost, but their gimmick is also to run up and grapple people. Unfortunately for the Lost, their grapple is only single target, Melee Range, and has a Recharge mechanic. However, their grapple inflicts Fear (making it a bit harder to escape) and they do get a nifty reaction that causes damage to the grappled target when they are hit. They lack any sort of bonus or penalty tied to their namesake emotion, which makes them a bit bland when compared to other Sorrowsworn. The Lost is another creature that was not significantly changed. Wretched Wretched Sorrowsworn represent the emotion of annoyance. When manifested in a CR ¼ creature, this makes them into overgrown leeches, apparently. The Wretched attack their target once (with advantage if there is an ally nearby), then latch on dealing automatic damage in the subsequent rounds. This bite is not a grapple, and the Wretched moves for free when the target they have latched onto moves. Removing a Wretched takes an entire action, which makes them suitably annoying when in a mixed pack of monsters that is way above their CR, and their resistance to weapon damage makes them suitably deadly when faced in Tier 1 of the game. Their weakness is not having any allies to make attacks with, which is kind of a nothing weakness that is only likely to show up if you have already “won” the encounter at that point. Like most of their fellow Sorrowsworn, the Wretched was not significantly changed for this printing. [/QUOTE]
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