Large monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 50 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 13 (+1) | 7 (-2) | 11 (+0) | 8 (-1) |
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
ACTIONS
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A worg is a large, wolf-like creature with a keen sense of smell and hearing. It has dark fur, yellow eyes, and sharp teeth. A worg is an intelligent and evil predator that enjoys hunting and devouring weaker creatures. It can communicate with other worgs and goblins, and sometimes learns to speak Common as well. A worg is often used as a mount by goblins and hobgoblins, but it will not hesitate to turn on its rider if it feels mistreated or hungry.
COMBAT
A worg relies on its speed and strength to overpower its prey. It can run up to 50 feet per round, and can bite with a powerful jaw that can pierce armor and flesh. A worg can also knock down its target with a successful bite attack, making it easier to finish off. A worg is cunning and will use its keen hearing and smell to track down its quarry, or to avoid danger. A worg will often hunt in packs, coordinating with other worgs or goblin allies to surround and ambush their enemies.
HABITAT / SOCIETY
A worg can be found in any remote wilderness area, such as forests, hills, or mountains. It prefers to avoid civilized lands, unless it is raiding for food or following its goblin masters. A worg is usually solitary or lives in a small pack of two to six members. The pack is led by the strongest and most dominant worg, who claims the best hunting grounds and mates. A worg pack will sometimes ally with a goblin tribe, offering its services as a mount or a guard in exchange for food and protection. A worg respects strength and cunning, and will obey a goblin leader who can prove his or her worth.
ECOLOGY
A worg is a carnivorous creature that feeds on any animal or humanoid it can catch. It prefers fresh meat, but will scavenge or steal food if necessary. A worg can eat up to 20 pounds of meat per day, and will often store excess food in a hidden den or cave. A worg reproduces once a year, giving birth to a litter of two to four pups. The pups are raised by the mother until they are six months old, then they are either accepted into the pack or driven away. A worg can live up to 15 years in the wild, or 20 years if domesticated by goblins.
Worg is employed as material component to empower the following spells: