Deep Dive - The Sorrowsworn

Deep Dive - The Sorrowsworn

Part demon, part servant, and part emotion, the Sorrowsworn are creatures of despair and, you guessed it, sorrow. They are foul creatures who are terrifying to face, incredibly strong, and feed off the mental anguish of others.

Before we dive into this very messed-up demon, we just want to put a warning out there. Sorrowsworn delight in the misery and failures of others, so if topics of depression and misery aren’t exactly your thing right now, we recommend checking out a happier monster, like the Faerie Dragon!

3e/3.5e - Demon, Sorrowsworn

Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice:
18d8+216 (297 hp)
Initiative:
+7
Speed:
40 ft (8 squares), fly 80 ft. (poor)
Armor Class:
28 (–1 size, +3 Dex, +16 natural), touch 12, flat-footed 25
Base Attack/Grapple: +18/+31
Attacks:
+2 glaive +23 melee (2d8+25)* or bite +21 melee (1d8+14 plus 1 Con)*
Full Attack:
+2 glaive +23/+18/+13/+8 melee (2d8+25)* and bite +16 melee (1d8+9 plus 1 Con)* or 2 claws +21 melee (1d6+14)* and bite +16 melee (1d8+9 plus 1 Con)*
Space/Reach:
10 ft./10 ft. (glaive 15–20 ft. only)
Special Attacks:
Aura of loss, spell-like abilities, whispers of loss
Special Qualities:
Damage reduction 10/cold iron and good, darkvision 60 ft., immunity to electricity and poison, mind reading, outsider traits, resistance to acid 10, cold 10, and fire 10, spell resistance 25, strong willed, telepathy 100 ft.
Saves:
Fort +22, Ref +14, Will +17 (+21 against mind-affecting spells and abilites
Abilities:
Str 29, Dex 17, Con 32, Int 20, Wis 22, Cha 21
Skills:
Bluff +26, Concentration +32, Diplomacy +9, Hide +28, Intimidate +28, Knowledge (arcana) +26, Knowledge (geography) +26, Knowledge (the planes) +26, Listen +29, Move Silently +32, Sense Motive +27, Spellcraft +28, Spot +29, Survival +35 (+37 on other planes, +37 avoiding getting lost and hazards)
Feats:
Ability Focus (aura of loss), Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Sunder, Improved Toughness, Power Attack
Climate/Terrain:
Infinite Layers of the Abyss
Organization:
Solitary
Challenge Rating:
17
Treasure:
Standard coins; double goods; standard items, plus +2 glaive
Alignment:
Always chaotic evil
Advancement:
19–36 HD (Large); 37–72 HD (Huge)
Level Adjustment: -

Monster Manual III, 2004 Wizards of the Coast / Jonathan Wayshak

A sickly thin demon standing 15 feet tall with bat wings, this creature of sadness and pain, the Sorrowsworn, first appears in Monster Manual III (2004). Twisted horns protrude from the top of its head, and the creature has a wide mouth and hooked claws as hands. While it may look like a sad and severely depressed demon, it appears this way to mock the pain and suffering that its victims feel. If you feel happy because you just killed a dragon and have multiple bags of holding filled with its hoard, you're not safe from the creature. They will force you to remember everything painful you have felt in your life and even suffer through the pain of things that have not, and may not, happen to you.

How does the Sorrowsworn go about this? It has several abilities that allow it to eat your pain and suffering, just like those bullies in high school. It's a sneaky bastard and will hide, waiting for the right moment to strike and when you are at your emotional weakest. Though, if you expect to see it trying to hide its 15-foot frame behind a bush, you are going to be disappointed since it has access to spells like invisibility and nondetection.

Once it is ready to strike, this gaunt demon of sorrow will first cast greater dispel magic on whoever has the most buffs or auras, like your cleric. This is followed by it casting mind fog, which causes Will saves to tank while in the spell’s effect. On the third round, it then casts feeblemind on the most powerful spell caster, like your wizard, and then teleports into the thick of things and begins tearing with claws, biting with teeth, or slashing with their magical glaive.

Once you are surrounded, or well, you have the Sorrowsworn surrounded, it then activates its aura of loss ability. All creatures near the horrid demon start getting very sad and must make a Will save or find spellcasting to be far more challenging than it ever was before as now you have to contend with your inner demons telling you that you aren’t good enough. If your mind telling you that your father will never be proud of you isn’t enough to make you want to leave the fight and cry in a corner, good news is that the Sorrowsworn will also be talking about how you were always a disappointment and how no one could ever possibly love you. It can even access the most vulnerable parts that you keep locked up tight since it can read your thoughts and will capitalize on your mental weakness. 

Once you are an emotional wreck - well, even more so than usual - the Sorrowsworn can then begin targeting creatures that are very sad with its whispers of loss ability that will make you sob like a baby with three different flavors of depression: Future Sorrow, Great Emptiness, and Past Losses. Future Sorrow fills your head with bad things to come, and you'll wonder why you even try to prevent them from happening, and you get to be stunned for two rounds. Great Emptiness shows that all great battles or wars result in nothing changing and that the greater good is a fallacy, so you should abandon trying to make a better world, leaving you confused for five rounds. The last, Past Losses, is the opposite of Future Sorrow, with the death of your friends and family crushing your heart and soul, leaving you dazed for three rounds.

While you’re crying and wondering why you should even go on, the Sorrowsworn then takes the opportunity to use more of its offensive spells, use its glaive, teeth, claws, or maybe even more mental anguish to overwhelm you and your party, leaving you in need of an owlbear plush to cry into.

4e - Sorrowsworn Soulripper

Level 25 Skirmisher
Medium shadow humanoid / XP 7,000
Initiative +27
Senses Perception +27; darkvision
HP 236; Bloodied 118
AC 39; Fortitude 35, Reflex 39, Will 36; see also Bleak Visage
Speed 10; see also Sorrow’s Rush
Claw (standard; at-will) ✦ Psychic +30 vs. AC; 2d8 + 7 plus 2d8 psychic damage.
Flutter and Strike (standard; recharge 4-6) ✦ Psychic, Teleportation The sorrowsworn soulripper teleports 10 squares and makes a claw attack, gaining combat advantage against its target.
Sorrow’s Rush (standard; encounter) ✦ Psychic The sorrowsworn soulripper moves up to 10 squares and makes three claw attacks at any points during its move. Each attack must be made against a different target.
Bleak Visage ✦ Fear Melee and ranged attacks made against the sorrowsworn soulripper take a –2 penalty to the attack roll.
Combat Advantage The sorrowsworn soulripper deals an extra 3d6 damage on attacks against any target it has combat advantage against.
Alignment Unaligned / Languages Commonu
Skills Insight +27, Stealth +30
Str 24 (+19) Dex 36 (+25) Wis 31 (22) Con 28 (+21) Int 18 (+16) Cha 22 (+18)

Monster Manual, 2008 Wizards of the Coast / Dave Allsop

Because this edition wants you to continue feeling emotional pain and misery, there are now three Sworrowsworn, all found in the Monster Manual (2008) with the Sorrowsworn Soulripper, Sorrowsworn Reaper, and Sorrowsworn Deathlord. Each still preys on your guilt of those who died and the impending deaths of those you love, but now they aren’t quite as horrific as before. While they still look like demons, they are in fact not demonic or fiends. Instead, they are death incarnate itself, basically twisted angels of the Shadowfell who track down mortals who refuse to die, like liches or vampires.

As one might guess for twisted angels of shadow, they are under the employ of the Raven Queen and many shadar-kai crave to one day ascend and become a Sorrowsworn. The shadar-kai see this ascension as a way to obtain their desperately desired immortality, which we guess means that the Raven Queen is cool if her favorite servants get to live forever, but everyone else needs to die.

Looking at the Sorrowsworn, the Soulripper is a sneaky death angel, stalking its target and surprising them from the shadows. It can move quickly into battle, and then ripping through large hordes of creatures as it moves, like a swirling hurricane of death, claws, and sorrow. After them are the Reapers who target a single creature to inflict as much pain as possible. We all know it hopes that all that pain results in your death, and we're sure it will bring the Sorrowsworn some sick sense of pleasure. It utilizes a scythe, just like a real angel of death, and attempts to rip your very soul out. If it can reduce you to 0 hit points, not only does that put you pretty close to absolute death, but it also heals the Sorrowsworn, restoring some lost hit points every time it brings a creature to death. If this happens, just know your party will experience a mix of emotions. They’ll be sad to see your broken corpse on the ground, but also very angry with you since you now just healed the enemy you selfish jerk!

The Deathlord is the most powerful of the bunch. It can phase in and out of the walls between attacks, all the while it rips you apart, which is beyond frustrating to fight. Even if you do manage to hit the Deathlord, more than likely it’ll be insubstantial, allowing it to ignore part of your damage. If you think those three are particularly annoying to fight, wait until you have to face a swarm of Sorrowsworn with the Shadowraven Swarm. They look like ravens, but when they gather into a swarm, they are almost as powerful as a Deathlord and only gets more painful to fight the more damage you deal to it.

In the Manual of the Planes (2008), the Sorrowsworn hunt nightwalkers and death giants, seeing such creatures as contaminating the Shadowfell. Nightwalkers are creatures made out of shadow, undead who live on the fringes of the Shadowfell. The text gives us information about the Sorrowsworn who reside in the Shadowfell, most of which we've discussed already. We find out that a truly impressive Sorrowsworn can rise to become a Raven Knight, the foremost soldier in the Raven Queen's army with even more information on the Raven Knight found in Open Grave: Secrets of the Undead (2009).

If you are wondering if all Sorrowsworn are content to serve Raven Queen, well we are here to burst your bubble with the adventure Winter of the Witch by Stephen Radney-MacFarland in Dungeon #162 (Jan. 2009). This Deathlord, Morthalat, is a renegade and serves as a chief agent for Orcus. If you know anything about Orcus, then you know that Orcus believes that life continues into undeath and is the biggest enemy of the Raven Queen. It’s a shame Morthalat decided to turn from the Raven Queen, especially since your group of adventurers get to take the Sorrowsworn down.

In the adventure E1 - Death's Reach (2009), we are introduced to the Sorrowsworn Fleshripper and Sorrowsworn Doomguard. The Fleshripper is armed with spiked gauntlets. They move around the battlefield quickly, punching you repeatedly in the face while you remember better days of not being punched in the face. The Doomguard wields a scythe and can teleport, which is kind of like cosplaying as Death itself. If you are hit by the scythe, prepare to be immobilized by Shadow Reap, which will heal the Doomguard if you are reduced to 0 hit points by the attack.

The adventure E2 - Kingdom of Ghouls (2009) brings us the Sorrowsworn Dread Wraith and Sorrowsorn Blade. The Sorrowsworn Blade is charged with the psychic energy of their wielder, dealing slashing and psychic damage to any who get too close. The Dread Wraith is truly frightening. It regenerates and has an aura that reduces bright light to dim light called Shroud of Night. In addition, it can teleport, daze you, and eventually raise you as a Spawn Wraith when, not if, it kills you.

Vorkesis / The Shadowfell: Gloomwrought and Beyond, 2011 Wizards of the Coast / Jesper Ejsing

Not surprisingly, the Sorrowsworn are brought up throughout the sourcebook The Shadowfell: Gloomwrought and Beyond (2011). It tells us about Vorkesis, considered the first of the Sorrowsworn and the current exarch of the Raven Queen. Being born without eyes doesn't impede his sight, as he can see far and wide. He also only has one hand, in which he wields a black longspear.

Vorkesis primary responsibility is to guard the souls of epic heroes. He does so with a variety of abilities and his deadly longspear. He is a powerful warrior, as befits an exarch’s position, and is a skirmisher without equal. He can turn invisible, launch his spear with ferocity, and deal tons of damage against single-target creatures, making him quite the dangerous enemy to have.

In addition, Vorkesis is also known as the Master of Fate and knows the fate of every creature that has lived, is currently living, or is dead. If you're curious about this and behave yourself in his presence, Vorkesis will happily regale you with stories, for being around mortals lets him experience what everyday life is like. Maybe if you are really unlucky, he’ll even let you know how you’ll die, giving you a firsthand experience with his longspear.

5e - The Angry / Angry Sorrowsworn

Medium Monstrosity, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 255 (30d8 + 120)
Speed 30 ft.
Str 17 (+3) Dex 10 (+0) Con 19 (+4) Int 8 (-1) Wis 13 (+1) Cha 6 (-2)
Skills Perception +11
Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness
Senses darkvision 60 ft., passive Perception 21
Languages Common
Challenge 13 (10,000 XP) Proficiency Bonus +5
Two Heads. The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another creature deals damage to the sorrowsworn, the sorrowsworn’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 (3d12) psychic damage.
On its turn, the sorrowsworn has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.

Multiattack. The sorrowsworn makes two Hook attacks.
Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.

The Angry / Mordenkainen’s Tome of Foes, 2018 Wizards of the Coast / Cory Trego-Erdner

Five Sorrowsworn are first found in Morkenkainen's Tome of Foes (2018) before being reprinted in Morkenkainen Presents: Monsters of the Multiverse (2022). The five are The Angry, The Hungry, The Lost, The Lonely, and The Wretched, though in Monsters of the Multiverse they drop the definite article and add Sorrowsworn to the end.

They get a lot of changes in this edition and are completely different from both previous editions. They are now monstrosities when they were demons or shadow beasts before, and have a much lower Challenge Rating, so not quite as dangerous. In addition, they are the embodiment of emotions in the Shadowfell, only forming when intense emotions are felt in the plane of shadow.

The Wretched / Mordenkainen’s Tome of Foes, 2018 Wizards of the Coast / Cory Trego-Erdner

We start with the super-weak Wretched Sorrowsworn that only clocks in at a Challenge Rating of 1/4, far weaker than any true Sorrowsworn should be. These small creatures travel in packs, biting and attaching themselves to you on a successful attack. They wander the Shadowfell, feeding on their victim's life force to stay alive. Far, far above them are the CR 7 Lost Sorrowsworn who twist their victims all around in the Shadowfell until they have no idea where they are, causing the rising fear of being lost to become their primary emotion. The Lost have five long spikes for arms, stabbing and grappling you when these arms pierce your flesh.

The Lonely / Mordenkainen’s Tome of Foes, 2018 Wizards of the Coast / Cory Trego-Erdner

Next up is the Lonely Sorrowsworn, who prove that you are never truly alone while you are lost. They hunt those who feel alone and abandoned. When you are up close and personal, they drain you of your mental energy, though if you try to get away from them, they’ll launch their harpoon arm at you, and reel you back in since they’re probably scared of the dark and don’t want to be alone. Of course, they aren’t quite as horrifying as the Hungry Sorrowspawn who has a huge maw, eating everything in sight. They are forever hungry and can unhinge their jaws to fill it with whatever they can find. If you decide that fighting these creatures is starting to hurt, and you regain hit points, the Hungry gets incredibly upset that you didn’t feed it too, and gains bonuses to attacks and damage.

The Hungry / Mordenkainen’s Tome of Foes, 2018 Wizards of the Coast / Cory Trego-Erdner

The last Sorrowsworn are the CR 13 Angry Sorrowsworn, and we don’t mean that they are just upset. We literally mean they are the essence of anger, though you’d be forgiven if you just thought they were a weird, malformed albino hook horror. They feature two heads, hooks for arms and hands, and an anger problem that you won’t be able to help them with. If you do fight them, you just made a horrible mistake as they get stronger when they are attacked, so we guess the best strategy is to run away as fast as possible… or maybe that would also make them angry? Maybe the best thing to do is just let the barbarian and the Angry figure out their anger issues between them.


The Lost / Mordenkainen’s Tome of Foes, 2018 Wizards of the Coast / Cory Trego-Erdner

So there we have it, the Sorrowsworn. They've been demons, shadow beasts, and monstrosities. They've fed off your anguish, been guards of the Shadowfell, and attempted to eat you. No matter what edition you play, they are creatures to be feared and approached with caution.

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Header Art: Monster Manual (2008) by Wizards of the Coast / Dave Allsop

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