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Help me make a cool Worg villain.
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<blockquote data-quote="Sorinth" data-source="post: 9602644" data-attributes="member: 7050650"><p>Honestly it's going to be tough to make anything fight a group of PCs multiple times and survive without contrivance which is more annoying then fun.</p><p></p><p>While still at low levels a pack of regular wolves would make sense as the most immediate allies and can be a fun ambush. Have the wolves focus on slowing down and knocking the PCs prone and have the Worg grapple and try to drag off a PC, ideally the one who almost killed them the first encounter, but you also want one who will struggle to break free of the grapple. You can prep a chase encounter here if you want, but with dashing the worg has the advantage so long as the wolves can prone PCs, and they can and probably should also grapple the other PCs in an effort to slow them down, but I'd have individual wolves flee at half HP, and the pack fleeing once 1/3 or 1/2 are dead or fled.</p><p></p><p>Ambushes such as trying to cause a rockfall, or leading the PCs into dangerous/hazardous areas or the opposite and antagonizing something and leading that creature into the PCs path. Not sure what/who the goblin was a cultist too, but if it was say a fiend, perhaps the worg makes a pact with said fiend. In this case you can alter the worgs appearance a little each time it's seen as it takes on a more fiendish form, which would explain it's growth in HP, AC, abilities, etc... that are needed for it to be competitive as that mini-boss. If going this route I would try to ensure that the worg is seen at distance, so that the PCs can start to see this change without a combat because any combat can put an end to the worg very quickly. So for example during a travel day they might see the worg following them several times throughout the day, but the worg is either too far away and/or runs away at first sign of trouble only to reappear sometime later. Which makes for deciding when/where to LR a bit more interesting, but most importantly gives you a chance to describe those fiendish changes.</p></blockquote><p></p>
[QUOTE="Sorinth, post: 9602644, member: 7050650"] Honestly it's going to be tough to make anything fight a group of PCs multiple times and survive without contrivance which is more annoying then fun. While still at low levels a pack of regular wolves would make sense as the most immediate allies and can be a fun ambush. Have the wolves focus on slowing down and knocking the PCs prone and have the Worg grapple and try to drag off a PC, ideally the one who almost killed them the first encounter, but you also want one who will struggle to break free of the grapple. You can prep a chase encounter here if you want, but with dashing the worg has the advantage so long as the wolves can prone PCs, and they can and probably should also grapple the other PCs in an effort to slow them down, but I'd have individual wolves flee at half HP, and the pack fleeing once 1/3 or 1/2 are dead or fled. Ambushes such as trying to cause a rockfall, or leading the PCs into dangerous/hazardous areas or the opposite and antagonizing something and leading that creature into the PCs path. Not sure what/who the goblin was a cultist too, but if it was say a fiend, perhaps the worg makes a pact with said fiend. In this case you can alter the worgs appearance a little each time it's seen as it takes on a more fiendish form, which would explain it's growth in HP, AC, abilities, etc... that are needed for it to be competitive as that mini-boss. If going this route I would try to ensure that the worg is seen at distance, so that the PCs can start to see this change without a combat because any combat can put an end to the worg very quickly. So for example during a travel day they might see the worg following them several times throughout the day, but the worg is either too far away and/or runs away at first sign of trouble only to reappear sometime later. Which makes for deciding when/where to LR a bit more interesting, but most importantly gives you a chance to describe those fiendish changes. [/QUOTE]
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