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Worg

Worg
  • Size: Large
  • Type: Monstrosity
  • Alignment: Neutral Evil
  • AC: 13
  • Initiative: +1 (11)
  • HP: 26 (4d10 + 4)
  • Speed: 50 ft.
ATTRVALMODSAVE
STR16+3+3
DEX13+1+1
CON13+1+1
INT7-2-2
WIS11+0+0
CHA8-1-1
  • Skills: Perception +4
  • Senses: Darkvision 60 ft.; Passive Perception 14
  • Languages: Goblin, Worg
  • CR: 1/2 (XP 100; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or have the Prone condition.

Lore & Background

Worgs are large, evil wolves with above-average intelligence and the ability to speak common languages. These malevolent creatures serve as mounts and companions for goblins, orcs, and other evil humanoids, forming savage partnerships that terrorize civilized lands. Unlike normal wolves, worgs are inherently evil beings that delight in hunting and killing, making them far more dangerous than their natural cousins.

Living in packs led by the strongest and most cunning individuals, worgs establish territories in wild areas where they can hunt freely while avoiding organized resistance. They form alliances with humanoid tribes, offering their services as mounts and hunters in exchange for regular feeding and protection during vulnerable periods. Their intelligence makes them capable of complex tactics and long-term planning.

Combat Tactics

Worgs are pack hunters that use coordinated attacks to bring down larger prey, employing their superior speed and pack tactics to outmaneuver enemies. They prefer to attack from multiple directions, using their knockdown bite to disable opponents before the pack moves in for the kill. Their intelligence allows them to adapt tactics based on enemy responses.

In combat, worgs focus on isolating and overwhelming individual targets while their pack mates engage other enemies. They use their speed to maintain mobility while looking for opportunities to knock prone vulnerable opponents. Multiple worgs often coordinate their attacks to maximize the effectiveness of their pack hunting instincts.

Encounter Ideas

1. The Goblin Cavalry A tribe of goblins mounted on worgs raids trade routes and isolated settlements, using their superior mobility to strike quickly and escape before organized resistance can respond. The party must track down this mobile threat while protecting potential targets.

2. The Worg Pack A large pack of worgs has claimed territory near a settled area, hunting livestock and threatening travelers. The party must either eliminate the threat or find ways to relocate the pack without causing an ecological disaster.

3. The Alpha's Challenge The party encounters a particularly intelligent worg alpha that challenges them to single combat, claiming territorial rights over an area the characters need to cross. The encounter tests both combat skills and understanding of predator psychology.

4. The Captured Mount Evil forces have captured and enslaved worgs to serve as mounts against their will, creating an unusual situation where the party might need to rescue creatures that are typically enemies. This scenario explores themes of freedom and redemption.

Environmental Effects

  • Pack Territory: Areas claimed by worg packs become dangerous for travelers and show signs of intensive hunting
  • Predator Pressure: The presence of worgs forces other wildlife to relocate or adapt their behavior patterns
  • Humanoid Alliances: Worg territories often overlap with evil humanoid settlements that benefit from their partnership
  • Communication Networks: Worgs can serve as messengers and scouts for their allies due to their intelligence and mobility

Treasure

  • Worg Hide (50-200 gp): Thick fur pelts suitable for crafting warm clothing and armor padding
  • Pack Intelligence (varies): Information about local territories, threats, and the movements of other creatures
  • Hunting Trophies (varies): Remains of the worg's prey, some of which may include valuable equipment or personal effects
  • Territorial Markers (25-100 gp): Scent markers and physical signs that can provide information about pack dynamics
  • Alliance Tokens (varies): Items exchanged between worgs and their humanoid allies, potentially valuable for diplomatic purposes

Plot Hooks

1. The Lone Survivor A single worg survives the destruction of its pack and seeks either revenge against those responsible or acceptance into a new group. The party becomes involved when they encounter this displaced predator seeking a new purpose.

2. The Intelligent Network Worgs serve as an information network for evil forces, carrying messages and intelligence across vast territories. The party must either infiltrate this network or disrupt it while avoiding detection by the intelligent scouts.

3. The Ethical Dilemma The party discovers young worg cubs whose parents were killed, forcing them to decide whether to raise, relocate, or eliminate creatures that will grow up to be naturally evil predators.

4. The Territorial Dispute Two worg packs clash over hunting grounds, creating dangerous conditions for travelers while potentially providing opportunities for the party to exploit the conflict for their own purposes.