Vorg | Werewolf Vampire Hybrids

by PipFizzlebang

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Vorg

Large Monstrosity, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 104 (11d10 + 39)
  • Speed 30 ft. (40ft Fly)

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 18 (+4) 10 (+0) 11 (+0) 10 (+0)

  • Damage Vulnerability Thunder
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Senses passive Perception 16, Blindsight 60ft (Suppressed while Deafened)
  • Challenge 8 (3,900 XP) Prof. Bonus +3 Spice: 2

Echolocation. When a creature takes Thunder damage or casts a spell with a Vocal Component within 120ft of the Vorg & the Vorg is not deafened, it pinpoints that creatures location. This works around corners & is not effected by cover.

Swooping Strike. The Vorg doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Reliant on Hearing. The Vorg is disoriented without its hearing. While Deafened, the Vorg has disadvantage on attacks & its flight speed is halved. If the Vorg takes Thunder Damage while flying, it falls & lands prone.

Actions

Multi-attack. The Vorg makes 2 Bite attacks.

Exsanguinating Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage, and the wound is coated in a saliva that prevents blood from clotting, and that creature is Bleeding. (see condition). This Bleeding continues until the wound is washed with Holy Water, the wound is cauterized, or the creature receives magical healing.

Frightening Screech (Recharge 6). Each creature within 30ft of the Vorg that can hear the Vorg must make a DC 16 Constitution Save or take 27 (6d8) Thunder damage & be Frightened until they finish their turn without seeing the Vorg. They may choose to not look at the Vorg during their turn, if they do, they are Blind to it. On a successful save, they instead take half damage & are not Frightened.


Artwork by Klutsen

The Bleeding Condition

At the start of each of their turns, a creature bleeding in this way must expend 1 hit dice, losing an amount of Hitpoints equal to the amount rolled. If it can't, its Hitpoints are reduced to 0. If a creature that is Bleeding would make a Death Saving throw, it does so with Disadvantage.

Spicier Version: If the creature is frightened, its quickened pulse causes them to instead expends 2 Hit Dice at the start of their turns.

Cooking the Vorg

The Vorg don't fight like werewolves, or vampires. Instead, they use Swooping Strike to fly in, land a few Exsanguinating Bites to cause bleeding on one or two targets, then fly out of danger & use Piercing Screech to cause chaos from above. The Screech will allow you to keep the Melee combatants away from soft targets, which you may then focus down with subsequent Bites.


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