Hello Minds, I am a longtime DM who currently uses D&D 5th ed. as my primary game to run. I have been working on a post-cataclsymic Forgotten Realms setting called The Remaining Realms. Below is some of the content I am created for the setting. More to follow :)
A wereworg is a sadistic raider. In its humanoid form a wereworg looks subtly Goblinoid with its nose broad and ears pointed. In their worg form a wereworg looks like a giant wolf with a hairless face and red beady eyes. In its hybrid form a wereworg is a furred and well-muscled humanoid with a worg head with pointed ears, and clawed hands. Wereworgs eat other sapient creatures, often looting human villages, eating their victims and then torching the town and taking the survivors as slaves and foodstock.
Wereworg society is made up of tribal raiding warbands. The bands have unique standards with corresponding names. New recruits and pups are taught of the power of the wereworg people and their Moon given right to feast on the lesser cattle-like races. They are raised on violence and debauchery, fighting and torturing slaves before consuming them.
Wereworgs have storyteller bards that pound out exploits of their heroes on manskin drums and giant bone digerdoos. They also have Acolytes of the Moon which is an order of druids and clerics that believe in sacrificing sapient victims to the Mother Moon.
Warworgs have a Dabarask (translates to moon blood) this is their warrior kin that they take turns riding into battle. They tent together and the loss of ones Dabarask is met with great anger and oaths of vengeance. After battle all the unpaired wereworgs perform a frenzied feast and form new Dabarask pairings.
Wereworgs ride each other into battle in humanoid and worg form and then spring apart transforming into their hybrid forms and mauling their victims. Wereworgs are highly mobile and agile leaping off each other backs and jumping onto horses and moving wagons to assault their riders. Wereworgs are also known to ride around the peripherals of an enemy force and harass them with arrows. On the hunt they will lurk out of site picking off isolated individuals for days on end. On the field of battle they will form into small groups spreading their opponents out and kiting them with arrowfire.
A wereworg band starts by picking off trade until they have gained enough recruits through Dabarask rituals to strike villages and towns. They larger warbands put entire villages to the torch and claim towns in an extended period of festivities that leaves the town a burned out shell within weeks.
Wereworgs plague an area in the south of the Heartlands that spans across the southern Green Fields from the Fangwood to the north and west, south across the span of The Cloud Peaks, The Snakewood, and finally ending east at the steppes bordering the Troll Mountains. Wereworgs are found in no other region in the Remaining Realms. They roam these lands and tribal raiding bands sacking villages and feasting on their inhabitants before riding on to their next victims. They take the slaves and loot either north to the Fangwood or south to the corrupt citys states of Amn.
Both Elturgard and The Avowed of Candlekeep find them to be a real threat to the region. The Cloud Legion (One of the 6 Warforged Legions fielded by the Avowed) has committed more than half its troops to patrolling the Green Fields with the help of an entire Order of Holy Knights from Elturgard (The Order of the Flowing Fields).
The character gains a strength score of 17 if his or her strength isn’t already higher, +1 to Dexterity, and a +1 bonus to AC while in worg or hybrid form. They learn the languages Goblin and Worg. The Attack and damage rolls for the natural weapons are based on strength. They also gain the use the wereworg racials features (Trip, Pack Tactics, Keen Hearing and Smell, Shapchanger, movement speed, and the damage immunities)
Medium humanoid (Goblinoid, Shapechanger(Large in worg form)), chaotic evil
Armour Class 12 in humanoid form, 13 (natural armour) in worg or hybrid form
Hit Points 79 (6d8+20, 4d10+8)
Speed 30ft. (40ft. in worg form)
STR 17(+3)DEX 14 (+1)CON 14 (+2)INT 10 (+0)WIS 11 (+0)CHA 10 (+0)
Skills Perception +4, Stealth +4, Survival +2, Acrobatics +4, Ride +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.
Senses Perception 14
Languages Worg, Common, Goblin. Can speak in worg form.
Challenge 4 (800 XP)
Shapechanger. The werewolf can use its action to polymorph into a worg-humanoid hybrid, or into a worg, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts back to its true form if it dies.
Keen Hearing and Smell. The wereworg has advantage in Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wereworg has advantage on an attack roll against a creature if at least one of the wereworg’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Trip (Hybrid of Worg Form only). If the wereworg hits a creature with a bite attack it may attempt a DC 12 Dexterity (Acrobatics) check. If successful the creature must make a DC 14 Strength saving throw or be pulling prone, grappled, and, if the wereworg is in hybrid form it may make a claw attack as a bonus action.
Multiattack (Hybrid Form Only). The wereworg makes two attacks: one with its bite and one with either its claws, spear, or shortsword.
Bite (Worg or Hybrid Form Only.) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. If the target is humanoid, it must succeed in a DC 13 Constitution saving throw or be cursed with wereworg lycanthropy.
Claws (Hybrid Form Only). Melee Weapom Attack: +5 to hit, reach 5ft., one creature. Hit: 7 (2d4+3) slashing damage.
Spear (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5/+4 to hit, reach 5ft or range 20/60 ft., one creature. Hit: 6 (1d6+3) piercing damage, or 7 (1d8 +3) piercing damage if used with two hands to make a melee attack.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 6(1d6+3) slashing damage.
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 80/320ft., one creature. Hit: 5(1d6+2) piercing damage.
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