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View Full Version : D&D 5e/Next Additional Sorrowsworn: Gimmick Fights not Based on Damage Type.



sandmote
2023-09-10, 03:19 PM
I genuinely like the sorrowsworn from Mordekainen's Tome of Foes. They're gimmick fights, but unlike oozes having some particular damage type you're looking for, they're looking for some particular activity that drives them off. And it much more interesting to get the barbarian to stop fighting ("just for once in your life, don't smash." "giant monster!?") than see if the wizard can figure out if they've prepared the correct damage type to actually do decent damage.

There aren't any suggestions for how to run them well in the book (typical 5e) but the general tune is that the Angry will back down if you don't fight it, the Hungry gets more dangerous if it witnesses healing, the wretched turn much weaker if separated, and the Lonely and Lost need to be strafed, as they become more dangerous when they're near you. SO, I've come up for four more gimmick fights to use on a party in the shadowfell.

The Envy: The envy is weaker than most other sorrowsworn, but makes up for this by being able to pilfer spell slots and melee weapons from anyone attacking them. To beat them without simply killing them, I envision envies betraying each other over valuable items or simply fleeing if one gets its hands on something valuable (which the party can hand it, if they're willing).

They also are a chance for those using ranged weapons to shine in combat, as it can force spellcasters to waste extra slots and melee weapons literally stick to them.
Small Monstrosity, neutral evil

Armor Class 15 (Natural Armor)
Hit Points 72 (16d6 + 16)
Speed 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 13 (+1) 8 (-1) 11 (+0) 6 (-2)
Condition Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Senses Passive Perception 10
Languages Common
Challenge 5 (1,800 XP)
Sticky Skin. Any creature that hits the Envy with a melee weapon must make a DC 13 Strength saving throw or lose their grip on the weapon. A weapon can be pulled free from the Envy as a DC 13 Athletics (Strength) check.
Actions
Multiattack. The Envy makes two Stealing Strike attacks.

Stealing Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) and the Envy can make a Sleight of Hand (Dexterity) check contested by the target's Investigation (Intelligence) or Acrobatics (Dexterity) check. On a success, the Envy steals one item on the target's person.

Fleeting Thief. If the Envy is holding an item with a worth of 25 gp or more, it can take the dash or disengage action as a bonus action.

Reactions
Pilfer Magic. If a creature the Envy can see casts a spell with somatic or verbal component, the Envy can remove the spell slot used to cast the spell. The target must spend an additional spell slot of the spell's level or higher or lose the spell. The spell's effect is equivalent to the new slot used to cast the spell.
The Despondent: the despondent dos very little, and I'd likely place it in a door way or on a bridge the party needs to pass, so it doesn't need to chase them down at all. It mainly inflicts the slowed condition with other stuff, become a drawn out slog of a fight (hopefully a more interesting way to do this if other encounters have been cakewalks and you want to draw one out). It can be driven back with mental effects or by forcing it to actually do things.
Medium Monstrosity, neutral evil

Armor Class 15 (Natural Armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR DEX CON INT WIS CHA
3 (-4) 19 (+4) 17 (+3) 5 (-3) 11 (+0) 5 (-3)
Condition Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Senses Passive Perception 10
Languages Common
Challenge 6 (3,900 XP)
Energization. When the despondent becomes frightened or charmed or uses its action to dash or disengage, it can't use its Eye of Dismay feature until the end of its next turn, and a target of its smothering hand automatically succeeds on the strength saving throw to avoid being slowed.

Eye of Dismay. When a creature that can see the despondent's eyes starts its turn within 30 feet of the despondent, the despondent can force it to make a DC 14 Wisdom saving throw if the despondent isn't incapacitated and can see the creature. On a failed save the target is slowed for 1 minute and blinded while it remains slowed. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the despondent until the start of its next turn, when it can avert its eyes again. If the creature looks at the despondent in the meantime, it must immediately make the save.

Actions
Smothering Hand. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage and must make a Strength saving throw. On a failed save the target is slowed for 1 minute and can't maintain concentration on spells for the duration. At the end of each of its turns the target can repeat the saving throw, ending the effect on a success.
The Ruthless: the ruthless can not only compel stalwart allies into infighting, it will throw others into the way of attacks meant for itself. It fundamentally fails to understand mercy and kindness, to the point it is harmed if it witnesses them, especially if anyone attempts to provide them it itself.
Medium Monstrosity, neutral evil

Armor Class 17 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 19 (+3) 18 (+4) 13 (+1) 7 (-2)
Condition Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Senses Passive Perception 11
Languages Common
Challenge 10 (5,900 XP)
Vulnerability to Kindness. If the Ruthless sees a creature within 60 feet perform an action or cast a spell which restores hit points to a target the Ruthless can see, it takes psychic damage equal to the hit points gained. If the ruthless would regain hit points due to the actions of another creature, it instead takes psychic damage equal to twice the hit points that would be gained.

Additionally, if the Ruthless sees a creature make a check while benefiting from another creature's help action it takes 9 (2d8) psychic damage.

Actions
Multiattack. The Ruthless makes four attacks, two using its fire lances and two to Force Betrayal.

Fire Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) fire damage

Force Betrayal. The ruthless chooses one creature it can see within 30 feet, which must make a DC 15 Wisdom saving throw. On a failed save, the target must use its reaction to make an attack or cast a spell with a casting time of one action targeting one creature of its choice it can see other than the ruthless. If the creature does not have a valid target using its available attacks and spells, it instead takes 14 (4d6) psychic damage.

Reactions
Bodily Shield. When the Ruthless is the subject of a weapon attack it can force the attack to target an adjacent creature other than the attacker.
The Terror: a reverse of the strategy of the lonely and the lost. Where the lonely "Thrives on Company," the Terror is afraid of them, and in the presence of multiple creatures becomes too overwhelmed to fight effectively. It can also use its reaction to escape attacks. I'd presumably use it either after introducing the lonely and lost, or stick a magic or plot relevant item on the Terror to force the party to chase it down.
Medium Monstrosity, neutral evil

Armor Class 17 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 17 (+3) 7 (-2) 11 (+0) 6 (-2)
Condition Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Senses Passive Perception 10
Languages Common
Challenge 8 (3,900 XP)
Aura of Fear. Any creature that can see the Terror and starts its turn within 60 feet must make a DC 14 Wisdom saving throw. On a failed save the creature takes 12 (3d8) psychic damage and is frightened of the Terror until the start of its next turn.

Fear of Company. If the Terror starts its turn with two or more creatures within 10 feet, it has disadvantage on attack rolls until the start of its next turn and all creatures automatically succeed on their saving throws against the Terror's Aura of Fear for the same duration.

Actions
Multiattack. The Terror makes two arm spike attacks.

Arm Spike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is pushed 20 feet from the Terror.

Reactions
Fearful Retreat. When the terror would take damage from an attack, ranged spell, or spell it reduces the damage to 0 and moves up to 15 feet away from the source of the effect. This movement doesn't provoke attacks of opportunity.