This site is games | books | films

Worg, the Savage Shadow

Worg
Create

A worg resembles an oversized wolf, but its monstrous proportions and predatory aura set it apart. Standing nearly five feet at the shoulder and weighing up to 500 pounds, its coarse fur ranges from mottled gray to jet black, often streaked with scars from territorial battles. Its eyes glow with an unsettling, feral intelligence—burning yellow or crimson in the dark. Powerful jaws lined with razor-sharp teeth can crush bone effortlessly, while its limbs end in clawed paws designed for silent stalking. A ridge of bristling fur runs down its spine, and its growls rumble like distant thunder.

Behaviour
Worgs are deeply cunning and malevolent, far more intelligent than ordinary wolves. They often plan hunts with a strategic precision, laying ambushes and setting traps for their prey. Unlike regular predators, worgs take a sadistic pleasure in tormenting their victims before delivering the killing blow. They are social creatures, forming loose packs led by an alpha, but their alliances are often fragile, as dominance disputes can turn violent. Worgs communicate through growls, howls, and even a rudimentary form of speech, which they use to coordinate attacks or intimidate foes.

Habitat
Worgs dwell in shadowed forests, windswept hills, and desolate moors, preferring areas with dense cover for ambushes. They thrive in the territories of goblins and orcs, serving as mounts and war beasts in exchange for food and loyalty—though such alliances are always tenuous. When they aren’t allied with other creatures, worgs establish lairs in caves, hollowed trees, or other natural shelters, marking their territory with deep claw gouges and the bones of their kills.

Modus Operandi
A worg’s hunting strategy revolves around stealth, patience, and overwhelming force. It stalks its prey for hours, using the cover of darkness or terrain to stay hidden. Once in position, it may howl to drive panic into its target, isolating weaker individuals from a group. Worgs are relentless in pursuit, often chasing prey into ambushes orchestrated by the pack. If they are working with goblins or orcs, worgs act as mounts, using their speed and ferocity to wreak havoc on enemy lines.

Motivation
Worgs are driven by a primal hunger not only for flesh but also for dominance. They delight in proving their superiority over weaker creatures, and their cunning minds relish outsmarting prey or rivals. Worgs see themselves as apex predators and thrive on fear, feeding off the terror they inspire. Their alliances with savage humanoids often serve their own ambitions, as they crave power and territory above all else.

In all their actions, worgs embody the perfect mix of beastly savagery and cold, calculating malice.


  • Worg 5e
  • Worg Pathfinder
Worg
Create

Large beast, chaotic evil


Armor Class: 13 (natural armor)
Hit Points: 59 (7d10 + 21)
Speed: 50 ft.


STRDEXCONINTWISCHA
17 (+3)15 (+2)16 (+3)6 (-2)12 (+1)8 (-1)

Skills: Perception +3, Stealth +4
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Goblin
Challenge: 2 (450 XP)


Traits

Keen Smell. The worg has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The worg has advantage on an attack roll against a creature if at least one of the worg’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Mighty Leap. The worg can leap up to 20 feet horizontally or 10 feet vertically without needing to make an ability check.

Hunger for Flesh. When the worg reduces a creature to 0 hit points with a melee attack, it can use its bonus action to make one bite attack against a creature within 5 feet of it.


Actions

Multiattack. The worg makes two attacks: one with its bite and one with its claws.

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Terrifying Howl (Recharge 5-6). The worg releases a deafening, guttural howl. Each creature of the worg’s choice within 30 feet of it and that can hear it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Snarl and Snap (Recharge 6). As a reaction, when the worg is hit by a melee attack, it can immediately snap its jaws in an attempt to grab its attacker. The attacker must make a DC 13 Dexterity saving throw or be bitten, taking 10 (2d6 + 3) piercing damage and being knocked prone.


Legendary Actions

The worg can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The worg regains spent legendary actions at the start of its turn.

  • Claw Attack. The worg makes a claw attack.
  • Quick Pounce (Costs 2 Actions). The worg leaps up to 20 feet in a straight line to an unoccupied space it can see. It can make a bite attack as part of this movement.

Tactics

The worg is an intelligent and ruthless predator, capable of working with its pack or hunting alone.

  • Ambush Hunter. In battle, a worg is most dangerous when it can use its Pack Tactics to overwhelm enemies. It will move swiftly and silently to position itself behind targets or alongside allies, ensuring it gains advantage on its attacks.
  • Terrifying Howl. The worg uses its Terrifying Howl to disorient enemies, especially when it faces multiple foes. This can create panic and cause enemies to make rash decisions, setting them up for a devastating Multiattack or the worg’s Snarl and Snap reaction.
  • Mighty Leap and Mobility. The worg will make use of its Mighty Leap to close gaps quickly or retreat to a higher position, especially to avoid ranged attackers or cornered foes. It uses this to keep up the pressure or escape if it’s outmatched.
  • Revenge Bite. If the worg takes damage, it may use its Snarl and Snap reaction to punish attackers. The worg uses this to knock enemies prone and gain advantage on subsequent attacks.
  • Pack Synergy. When fighting in a group, the worg will coordinate with its allies (such as goblins or other worgs) to corner and overpower prey, using Pack Tactics for devastating combined attacks.

Legendary Actions Explained

The legendary actions emphasize the worg’s quick reflexes and aggressive combat style, enabling it to act outside of its turn and stay constantly threatening in battle. With Quick Pounce, the worg can change its position rapidly and land a surprise bite attack, taking advantage of its speed and dexterity. The Claw Attack legendary action allows it to apply additional pressure, especially when trying to finish off a weakened enemy.

Behavior and Personality

  • Cunning Tracker. Outside of combat, the worg is an excellent tracker, able to follow the scent of its prey over long distances. It uses this skill to hunt down those who may try to evade it, preferring to attack when the odds are in its favor.
  • Pack Mentality. Though it may act independently if needed, the worg respects the hierarchy within its pack. It will follow the lead of a pack alpha, but its instincts push it to lead the charge when it senses weakness or prey.
worg
Create

This unusually large wolf has an evil, almost intelligent light shining in its deep red eyes.

Wargs are desended from the monster wolf FenrirDire wolf offshoots that have attained some intelligence and an evil disposition.

Worgs are oversized, evil, intelligent wolves often found dwelling amid goblins or other savage races. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs 300 pounds.

Worgs hunt in packs, running down and surrounding their prey like common wolves, but their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy, pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush. Worgs that travel with goblins often allow them to ride on their backs, but in such situations it is usually the worg that is the master, not the rider.

Worg CR 2

XP 600
NE Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3

OFFENSE

Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)

STATISTICS

Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Perception +11, Stealth +9, Survival +5; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Goblin

ECOLOGY

Environment temperate forests and plains
Organization solitary, pair, or pack (3–11)
Treasure incidental

Ultimate Equipment Guide II

Author Greg Lynch, J. C. Alvarez

Publisher Mongoose Publishing

Publish date 2005

These cruel wolves are sometimes used as mounts by Small creatures. Those who cannot make use of them as mounts often employ worgs as guardian creatures, or even as war dogs.

Young

Purchasing a creature when it is young and immature is more expensive than purchasing it when it is still in the egg, but also has two distinct advantages. The first and most obvious is that the creature has already successfully hatched, while purchasing an egg means gambling the creature will survive. The second is that the creature is old enough to be trained, meaning it is much closer to being able to serve the buyer as a mount, pack
animal or guardian beast.

Worg Young: 1,500 gp

Training

Left untrained, a beast like a worg is worse than useless – it is dangerous. A skilled trainer is able to teach the creature to serve a human master, though the necessary training regimen varies wildly from creature to creature. The price listed for training includes any potential healing needs the trainer may have in the course of working with the beast.

Worg Training: 1,500 gp

Scroll to Top