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Centaur - Nerubian - Worgen

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Worgen, Nightbane - Worgen, Pyrewood

Nightbane Worgen Description: Cursed creatures from another dimension, the Nightbane Worgen are found in the wilds of Duskwood, summoned by the power of an artifact known (perhaps misleadingly) as the Scythe of Elune. Although they are humanoid in appearance, and apparently have enough sophistication to build tents and start campfires, and to craft leather armor and jewelry for themselves, they behave as savages to any they encounter.

Why should a worgen be an adventurer? This would only be through a most unusual circumstance (and it should be expected of the player to come up with a good story). Perhaps someone has taken up the task of the doomed night elf Sentinel, Velinde Starsong - and has captured and attempted to "tame" one of these beasts. Perhaps a worgen "runt" has been outcast from his tribe, and was shown unwarranted mercy by a human hermit or a traveling paladin. Whatever the case, the poor reputation of worgen is well-earned throughout the human and night elf lands, and a great amount of diplomacy and explanation is going to be required (and perhaps a muzzle and a leash in the care of a more reputable hero) for such a character to survive any visit to civilized lands.

Appearance: Worgen are humanoid creatures that look like a cross between a large human and a dire wolf. While they have a roughly human-like torso, it is topped by a wolf-like head, covered with fur, with disproportionately wide shoulders, large hands (with rather large claws), and digitigrade (standing on toes) bestial legs. The average worgen weighs in at about 300 lbs, around 7 feet in height.

Region: Nightbane worgen are found in the dark wilds of Duskwood - a part of Elwynn Forest that is plagued with unending darkness. Tribes of worgen can be found elsewhere as well - in the "Howling Vale" of Ashenvale (a valley that holds the Shrine of Mel'Thandris, where Velinde Starsong bid her summoned worgen to remain while she journeyed east), and in the cursed Silverpine Forest (where Arugal summoned the worgen to fight the Scourge - before he found another "source" for the creatures with his experiments in Pyrewood and Shadowfang Keep).

Affiliation: None. Left to their own devices, worgen will attack anything they encounter, be it Alliance, Horde, Scourge or other. An adventuring worgen's affiliation will depend upon whomever has taken it upon himself to ally with such a savage creature.

Faith: Unknown, though the worgen respond to the sight of the moon with as close to religious reverence as they are ever seen to. (This, perhaps, may have something to do with why Velinde Starsong for so long was able to believe they were actually sent through a blessing of Elune.)

Names: Any names the worgen possess among themselves are spoken in such a guttural, bestial language that it wouldn't translate into any of the common tongues as anything other than a combination of growls and snarls. Hence, an adventuring worgen is likely to assume a "nickname" - or else a translation of the literal meaning of his native name, which is likely a celebration of some savage feature the worgen has displayed over the course of its short, brutish life.

  • Male or Female Names: Silverfang, Darkhide, Longclaw, Bloodeye, Moonscalp, Deathhowl.
  • Tribal Names: Nightbane (Duskwood), Terrowulf (Ashenvale)

Nightbane Worgen Racial Traits

  • Strength +2, Intellect -2, Charisma -2.
  • Medium: As Medium creatures, Nightbane worgen have no special bonuses or penalties due to their size.
  • Monstrous Humanoid: Nightbane worgen are Monstrous Humanoids.
  • Nightbane worgen base land speed is 30 feet.
  • Darkvision: Nightbane worgen can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight.
  • Leap (Ex): Nightbane worgen are impressive leapers. As a full-round action, a worgen can move up to double its normal speed and make a Jump check with a +30 racial bonus at any point during the move.
  • Rapid Healing (Ex): Nightbane worgen heal twice as quickly as normal (they heal double the normal number of hit points after a period of rest).
  • Silver Vulnerability: A Nightbane worgen's rapid healing ability does not heal damage caused by silvered weapons. If a Nightbane worgen is harmed by a silvered weapon, keep a tally of the total hit points suffered from it. These hit points of damage will not be healed by a Nightbane worgen's normal healing. It can, however, be healed by supernatural or alchemical means (such as healing potions or healing spells).
  • Natural Weapons: A Nightbane worgen's bite attack does 1d6 piercing damage in melee. Its claws do 1d4 slashing damage in melee (critical threat on 19 or 20).
  • Scent: A Nightbane worgen has the Scent ability.
  • Awkward Manipulation: Although it has hands capable of grasping and manipulation, they are large and tipped with long claws - great for cutting things, but not so good for delicate work or for grabbing normal weapons. A worgen is at -4 to hit when attacking with any weapon other than its own natural weapons, or when attempting to use a technological device.
  • +1 racial bonus on Listen and Spot checks, a +2 racial bonus on Stealth checks, and a +4 racial bonus on Survival checks when tracking by scent. These skills are all considered class skills for a Nightbane worgen, regardless of its class.
  • Class Skills: Hide, Listen, Move Silently and Spot are all considered class skills for a Nightbane worgen, regardless of its class.
  • Automatic Languages: Worgen.
  • Bonus Languages: Common and Low Common.
  • Favored Class: Barbarian. A multiclass Nightbane worgen's barbarian class does not count when determining whether he suffers an experience point penalty for multiclassing.

Nightbane Worgen Levels
Nightbane worgen can take up to five levels of "Nightbane Worgen" at any time. The arcane process by which the worgen were brought into Azeroth has affected some worgen in different ways: Some of them are weakened by this transition, and have not fully recovered their full strength and regenerative abilities - but they may do so over time.

As with all racial skill levels, levels in "Nightbane Worgen" do not count when determining whether a character suffers an experience point penalty for multiclassing.

The Nightbane Worgen
Nightbane Worgen Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 +1 Stamina, improved rapid healing
2nd +2 +3 +3 +0 +1 Agility, fast healing 1
3rd +3 +3 +3 +1 +1 Stamina, night healing 2

Hit Die: d8.
Skill Points at 1st Character Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: (2 + Int modifier).
"Class" Skills: Balance (Agy), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Spt), Sense Motive (Spt), Spot (Spt), Stealth (Agy), and Survival (Sta).
Weapon and Armor Proficiency: Nightbane worgen with levels only in Nightbane worgen (no actual class levels) have no weapon or armor proficiencies.
Silver Vulnerability: As with a Nightbane worgen's rapid healing ability, any healing abilities granted by levels in Nightbane worgen (such as improved rapid healing, fast healing, or night healing) will not restore damage inflicted by silvered weapons. Such damage can only be healed by supernatural or alchemical means (e.g., healing spells or potions).
Improved Rapid Healing (Ex): A Nightbane worgen with this trait recovers hit points equal to its Stamina modifier every hour. This trait replaces the rapid healing trait.
Fast Healing 1 (Ex): A Nightbane worgen with this trait recovers 1 hit point every round. This trait replaces the improved rapid healing trait.
Night Healing 2 (Ex): At nighttime, a Nightbane worgen's fast healing increases to 2 hit points every round.

Pyrewood Peasant Worgen WORGEN, PYREWOOD
Description: Not all worgen in Azeroth were summoned by the Scythe of Elune or by sorcerers from some shadowy realm. A wizard of Dalaran by the name of Arugal conducted magical experiments to grant the strength and ferocity of the worgen to humans. The inhabitants of Pyrewood Village and Shadowfang Keep bear witness to the mixed "success" of his experiment.

By day, the inhabitants of Pyrewood Village appear to be normal humans, living in a rare town that has withstood the encroachment of the Scourge. However, after nightfall, with the rising of the moon, all of the town's inhabitants undergo a painful transformation - turning into savage worgen that stalk the night. By daybreak, they change back again, with no memory of what bloodshed may have occurred during the night - though many of them have a lingering dread of the night, and have the intuitive sense to warn any rare travelers that it would be best to move on rather than to stay the night in Pyrewood.

Appearance: By day, Pyrewood villagers look like normal humans of Lordaeron. By night - whenever the moon is out - they look just like any other worgen.

Region: Pyrewood worgen all hail from the village of Pyrewood in Silverpine Forest, in what was once the nation of Lordaeron. It is possible that a lone villager may have set out against the dangers of the Scourge-infested land to try to make contact with the outside world ... or perhaps to flee whatever unfortunate truths he or she may have discovered about the village.

Affiliation: Alliance. Pyrewood was once within the domain of Lordaeron, and to their minds, Terenas Menethil is still their rightful ruler - not Arthas, and certainly not the Forsaken.

Faith: The Light. The villagers still follow the faith of most humans of Lordaeron - though all festivals and celebrations are held during daylight hours - not the night. (If asked the reason why, the villagers will either be evasive, or give superstitious explanations about the evil that lurks in Silverpine Forest at night.)

Names: As humans, the villagers of Pyrewood grant a child its given name at birth, and the child also acquires a family surname that usually speaks something of its ancestry. (It is common for a profession to become a surname, as sons are expected to follow in the profession of the father - and daughters adopt the surname of their husband once married.) A few of the villagers of Pyrewood have a surname that is actually the name of whatever town their family moved from (before the Third War) to reach this village. (E.g., "Lordaeron" is a not-uncommon surname for those who came from the capitol city.) Some bear a surname based on a particularly noteworthy ancestor. (E.g., if "Morris" were a noteworthy individual, his son might be known as "Morris's son", and eventually this becomes a surname of "Morrison".)

As worgen, the villagers of Pyrewood have only a vague consciousness of their daily lives. Their "tribal" name is "Moonrage", and individual names are reflective of their worgen forms.

  • Worgen Names (either gender): Whitemane, Clawfury, Scarpelt, Silverhide.
  • Male Names: Abrecan, Dalin, Mikhail, Valdred.
  • Female Names: Erika, Felicia, Lillian, Maris.
  • Family Names: Brunswick, Cooper, Smithers, Thatcher.

Pyrewood Worgen Racial Traits

  • Dual Form: A Pyrewood character should have two character sheets - one for human form, and one for worgen form. The human character sheet is generated as a normal human player character, while the worgen character sheet is generated as per the Nightbane worgen above - with a different set of abilities and a different set of skills and Feats. The primary exception is that a Pyrewood worgen character must spend its starting feat - in both human and worgen forms - on the special feat of "Pyrewood Worgen" (which confers no added benefit). A single experience point total is kept for both forms; as one "form" advances in level, so does the other. If either form is subject to experience point penalties (because of multiclassing), then both forms are. Also, keep in mind that all skills must be purchased as if this were a totally different character; a Pyrewood villager may understand Common by day, but unless his worgen form gains any bonus languages (or spends cross-class skill points on them), that knowledge will not carry over.

  • Same Body: Although two different character sheets are used to represent the different forms, there are some conditions that carry over. Spell durations and effects carry over for both forms - such as curses, beneficial auras, and so forth. Damage carries over as well - and it IS possible for the character to die if his alternate form has fewer hit points, given enough damage. Lost body parts are still missing in the alternate form. Diseases, poisons, blindness, and other afflictions carry over as well.

  • Monstrous Humanoid / Humanoid: In human form, Pyrewood villagers are of the Humanoid type. However, in worgen form, Pyrewood worgen are of the Monstrous Humanoid type.
  • Moon Rage: At nightfall, with the rising of the moon, a Pyrewood villager transforms into a worgen. This is a transformation process that lasts 5 minutes, during which time it is obvious to onlookers that something is going on. The character automatically fails all Concentrate checks, cannot cast spells, and is at -4 to AC, to attack rolls, and to all skill checks. If the character is physically restrained, he or she gains a +4 circumstance bonus to any Strength checks to break free (and may use his or her worgen Strength for this check, if higher).

    If the character is physically (tightly) restrained and fails to break free, or if the character is wearing metal non-magical armor, the character takes 1 point of damage per point of Hardness of the restraint or armor material; this damage cannot be healed until the worgen is no longer bound. Any worn non-magical armor is useless while in worgen form, as buckles and chains have been broken and pieces are in disarray. (Half the normal cost of the armor must be spent to properly repair it to be usable again when in human form.) Magic armor, however, is assumed to be durable enough - or engineered - to adjust to the worgen's new proportions.

    At the end of the five minutes, use the alternate worgen form.

  • Sunrise: At sunrise - whether or not the worgen is within sight of the sun - the transformation ends. If the worgen is bound or shackled while in worgen form, the human form gains a +4 circumstance bonus on Escape Artist checks from bindings (since the bindings and shackles were sized for a worgen's form).

  • Sleepless: A Pyrewood villager essentially lives two lives - one during the day, and one at night. While the human villager identity "sleeps" (so to speak), the worgen form is on the prowl. The exception to this is during the new moon, which occurs about once every 28 days: During the night when the moon does not rise, the transformation does not occur. This is the only chance a Pyrewood villager has to truly sleep - and he or she immediately falls into a deep slumber that lasts until sunrise. During this time, the villager cannot be awakened by any means, and is utterly oblivious to surroundings - even in the face of severe threat.

    Please note that this presents an awkward situation for a Pyrewood villager who tries to practice the art of the arcane: The time spent as a worgen does not really count as "rest". The character needs to get at least 8 hours of rest to prepare spells properly, and the character cannot do so by choice. Only by alchemical or supernatural means (such as a spell or potion that forces the character to sleep) - or by the rare new moon - can this be accomplished.

  • Delaying Transformation: In either form, a Pyrewood villager or worgen can attempt to hold off transformation into its alternate form (or, during a new moon, falling into deep slumber) by sheer willpower. By passing a Will save against DC 15, the character can postpone the effect by 5 minutes. This DC increases to 20 for another 5 minutes - and subsequent attempts suffer a cumulative increase of +2 to the DC for every subsequent 5 minutes the character attempts to hold off the transformation.

  • Silver Vulnerability: The worgen's inability to naturally heal from silver applies to human form as well. Whether harmed in worgen or human form, any damage caused by silver will not heal by natural means, and can only be cured by alchemy or the supernatural (e.g., healing spells, potions or draughts).

Design Notes
For official rules on worgen (including making a worgen character), please see the "Lands of Conflict" supplement. These rules were an attempt to make statistics for a worgen character more in line with the races presented in the World of Warcraft core book - that is, with the possibility of playing the race at level 1, and adding in any additional special features through "racial levels". For that, I threw out the "disease" ability (which didn't seem justified by most encounters with worgen in the online game), toned down regeneration (since worgen in the online game didn't seem to display that, either), and also toned down the ability bonuses. I used the racial levels for the jungle troll as a guideline for the worgen's racial levels. I tried to err on the side of making this less of a bargain than normal races, since the idea of being a "were-worgen" would still be appealing for sheer novelty value.

Centaur - Nerubian - Worgen

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