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.
How many worgs for a fight?
A worg is worth 100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many worgs fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
2
3
4
2nd
4
6
8
3rd
6
9
12+
4th
10
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the worg compares at CR 1/2
Against the 32 other challenge 1/2 monsters in the SRD 5.1, the worg has more hit points than 28 of them, which makes it one of the toughest at its CR. See every CR 1/2 monster.
Statistic
Worg
CR 1/2 average
Armor Class
13
12.4
Hit points
26
20
Best attack bonus
+5
+4
Worg 2024 stat block
The 2024 Monster Manual revised the worg, and the SRD 5.2 carries the new stat block. What changed:
Its creature type changed from monstrosity to fey.
Gone from it: Keen Hearing and Smell.
Armor Class
13
Hit Points
26 (4d10 + 4)
Speed
50 ft.
Challenge
1/2 (100 XP)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
13 (+1)
7 (-2)
11 (+0)
8 (-1)
Senses
darkvision 60 ft., passive Perception 14
Languages
Goblin, Worg
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg’s next turn has Advantage.