Feral Wargs

Description: The Feral Warg can be found in high mountainous regions, frozen tundra and lush plains. The Feral Warg is untamable and strictly travel in packs. Feral Wargs will likely attempt to kill all creatures that they come across, even their own if deemed weak or if they are mortally wounded. These beasts are known to have a active territory of a hundred miles. The Feral Wargs will break into smaller hunting parties of 5 to 10 Wargs in order to cover more ground and flank foes. These Wargs will fight to their dying breath, making them a true threat to any creature they happen upon.

Overlord Note: These creatures have been designed to kill opponents as quick as possible. It would be in their nature to continue attacking an unconscious foe until they know it is dead. Because of this I would highly suggest using these as boss monsters or against higher level parties.

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Feral Warg
Large monstrosity, evil

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Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 50 ft.

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STR 16 (+3) DEX 16 (+3) CON 14 (+2) INT 7 (-2) WIS 10 (+0) CHA 6 (-2)

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Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages Warg
Challenge 3

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Keen Hearing and Smell The Warg has Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Blood Frenzy The Warg has Advantage on melee attack rolls against any creature that does not have all its hit points.
Relentless Hunger (Recharges after a Short or Long Rest). If the Warg suffers damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Confirmed Kill The Warg will continue to attack an opponent until it knows the creature is dead. This means it will not necessarily stop attacking should its opponent fall unconscious.

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Actions

Multiattack The Warg makes two attacks on its turn. It will always bite attack on an opponent first.

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.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 3) slashing Damage.

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