Warg

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Wargs are desended from the monster wolf Fenrir. Dire wolf offshoots that have attained some intelligence and an evil disposition. They associate with evil creatures sometimes serving as mounts the witch Hyndla rides a warg. They look like a black or gray wolf. A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds.

More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common.

Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, 1E Monster Manual 1, Monstrous Manual

Worg
Size/Type Medium magical beast
Hit Dice 4d10+8 (30 hp)
Initiative +2
Speed 50 ft. (10 squares)
Armor Class 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple +4/+7
Attack Bite +7 melee (1d6+4)
Full Attack Bite +7 melee (1d6+4)
Space/Reach 5 ft./5 ft.
Special Attacks Trip
Special Qualities Darkvision 60 ft., Low-Light Vision, Scent
Saves Fort +6, Ref +6, Will +3
Abilities Strength 17, Dexterity 15, Constitution 15, Intelligence 6, Wisdom 14, Charisma 10
Skills Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*
Feats Alertness, Track
Environment Temperate plains
Organization Solitary, pair, or pack (6-11)
Challenge Rating 2
Treasure 1/10 coins; 50% goods; 50% items
Alignment Usually neutral evil
Advancement 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment +1 (cohort)

Combat

Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it.

Trip (Ex) A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.
Skills

A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.

Ultimate Equipment Guide II

Author Greg Lynch, J. C. Alvarez
Publisher Mongoose Publishing
Publish date 2005
ISBN 1-904854-97-4
OGL Section 15 ueg2

The Grand OGL Wiki

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

 

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