Worg
Large Monstrosity, neutral evil
100 XP
Special Abilities
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.
Quick Reference
Running This Encounter
Worgs are intelligent, pack-hunting predators that coordinate with allies like goblinoids. Use their mobility to flank isolated party members and force concentration checks with pack tactics. Consider positioning them in terrain with difficult movement or high ground advantage. Have them retreat if outnumbered rather than fighting to the death.
Combat Tactics
Worgs use pack tactics to gain advantage on melee attacks when an ally is within 5 feet of the target. They prioritize fragile spellcasters and isolated characters, using their 40 ft. speed to reposition between attacks. When facing multiple opponents, they attempt to separate and surround party members.
Environment & Setting
Worgs thrive in forests, mountains, badlands, and goblin camps where their keen senses provide advantage. They hunt along trade routes, in darkwood thickets, or near underground goblin settlements.