Abymal Worg

Family: Abymal

Large elemental (shadow), unaligned

Armor Class 14 (natural armor)
Hit Points 52 (8d10 + 8); Wound Threshold 13
Speed 50 ft.

17 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 13 (+1)

Skills Perception +2, Stealth +3
Damage Resistances necrotic, poison
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
Challenge 3 (700 XP)


    • Innate Spellcasting. The ulfmyrkur can innately cast the following spells, requiring no material components:


      • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 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 or grappled (ulfmyrkur’s choice).
      • Etherealness (3/Day). The ulfmyrkur shifts from the Material Plane to the Ethereal Plane, or vice versa. The ulfmyrkur takes with it the creatures and objects it is wearing, carrying, or grappling.


A mighty cousin of the wolf, the abymal worg, or ulfmyrkur in Dwarvish (plural: ulfmyrkar), is a Netherworld predator that can easily travel long distances thanks to its ability to shift into the Ethereal Plane. No obstacle can stop it, and packs of ulfmyrkar can be encountered in many regions. Since worgs are endemic to Kaan, it can be assumed that abymal worgs originate from this land. Perhaps they were originally the companions and mounts of goblin adventurers and were separated from their masters. Or perhaps they were members of units of fierce fighters during the battles against Canker, long ago, taking part in battles now forgotten by all.

The usual combat strategy of abymal worgs, whether alone or in packs, is to grapple a creature and drag it into the Ethereal Plane to devour it there. If the fight goes poorly for them, they retreat before they are too grievously injured.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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