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Worg

Large Monstrosity, neutral evil

CR 1/2

100 XP

AC: 13 (natural armor)
HP: 26 (4d10+4)
Speed: walk 50 ft.
Skills: Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages: Goblin, Worg
STR
16
+3
DEX
13
+1
CON
13
+1
INT
7
-2
WIS
11
+0
CHA
8
-1

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

Challenge: CR 1/2
Type: Monstrosity
Size: Large
Alignment: neutral evil
Best for party of 4 at level 2-3

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.

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