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Howling Moon Clan

Among the scattered tribes that once pledged allegiance to the Temple of Elemental Evil, none are as feared or as cursed as the Howling Moon Clan. Originating from the war-torn lands of Iuz and transplanted to the western Gnarley Forest , these orcs are not mere brutes. They are werewolves, transformed through dark pacts and foul rituals, their savage howls now echoing through the forests and fens. Led by their ruthless chieftain, Zorgrek, Son of Murgz, the Howling Moon fights for survival, revenge, and the dark will of their ancient masters.


Origins and History

The March South
  • Originally from the northern empire of Iuz, the Howling Moon were once a powerful warband in service to the Old One.
  • In 566 CY, High Priest Patch commanded Chieftain Zorgrek to take the Howling Moon to aid Supreme Commander Hedrack in fortifying the Temple of Elemental Evil.
  • Led by Zorgrek, they took perilous Underdark paths guided by drow allies, traveling beneath the Vesve Forest, Furyondy, and into caverns beneath the Gnarley Forest.
  • Many perished in the journey, but the survivors emerged as an elite fighting force ready to bolster the temple’s armies.
Emridy Meadows and Exile
  • At The Battle of Emridy Meadows, the orcs of the Howling Moon suffered catastrophic losses, forcing them to flee into the Fens of Tor.
  • There, they clashed with the Storm-Eyes, another orcish tribe aligned with the Temple.
  • Infighting, starvation, and relentless pursuit by The Gnarley Rangers weakened both tribes, reducing them to shadows of their former might.

The Second Temple and the Curse of the Wolf

  • The Second Temple of Elemental Evil, seeking to restore power, made a dark bargain: Zorgrek and his strongest warriors were gifted with lycanthropy, transforming them into werewolves.
  • Empowered by this gift, the Howling Moon annihilated the Storm-Eyes Clan, taking their women and wealth.
  • Soon, Zorgrek’s tribe expanded its influence, preying upon other orc tribes, human settlements, and even elven patrols in the Gnarley Forest.

The Beginning of the End

  • The lycanthropic orcs grew too bold, drawing the attention of the Gnarley Rangers, the Mounted Borderers, and adventurers from Verbobonc.
  • Tuelk and Pintark, two surviving Storm-Eye champions, returned from captivity within the Temple and led a counterstrike against the Howling Moon.
  • By 578 CY, between Temple defeats and repeated attacks from rival orcs, adventurers, and druids, the Howling Moon was driven from the Temple ruins, retreating back to the fens to lick its wounds.

The Clan’s Structure and Beliefs

Zorgrek, Son of Murgz
  • The aging but formidable orc warlord-turned-werewolf, now around 32 years old.
  • Wears a cloak of blackened wolf pelts, a symbol of his dominance over both the tribe and the curse of lycanthropy.
  • Holds a twisted reverence for Iuz, but his faith is now intermixed with animistic wolf-spirits, a new religion formed around his transformation.
Gurrzot, son of Zorgrek, his oldest son

He is an afflicted werewolf, and savage even by the standards of the tribe. Indeed, so impulsive and wantonly brutal is he that the wolf blood in his veins and the acuity of his senses has actually served to improve his temperament somewhat.

  • Gurrzot is enormously large and strong, even by orc standards, and he is a terrifying asset to the tribe on the battlefield.
  • His arrogance, cruelty and careless use of his warriors’ lives marks him as a poor leader and not necessarily the best choice to succeed his father should Zorgrek fall.
Warriors and Shamans
  • The strongest warriors are those personally bitten by Zorgrek, marking them as elite hunters.
  • Shamans have adapted Temple cult practices with lycanthropic rites, creating a hybrid Iuz-worship infused with wolf totems.
  • Those unworthy of lycanthropy serve as scouts, archers, and cannon fodder, fearful yet devoted.
Rituals of the Wolf
  • Initiation into the Howling Moon’s elite requires surviving a full-moon hunt, where the weakest are culled.
  • Religious ceremonies involve blood sacrifice under the twin moons, Luna and Celene.
  • Mating rights are granted to the strongest warriors, ensuring each new generation carries the “gift.”

Tactics and Current Activities

Guerilla Warfare in the Gnarley and the Fens
  • Striking from hidden caves in the eastern Fens of Tor , the Howling Moon ambush isolated patrols and merchant caravans.
  • Their superior senses, regenerative abilities, and knowledge of the terrain make them elusive and terrifying foes.
Terrorizing Nulb and Surrounding Settlements
  • Nulb, already a lawless village, is a frequent hunting ground for the clan.
  • The Howling Moon preys upon drunken pirates, vulnerable travelers, and lone cultists, thinning the ranks of weaker scum.
  • The village’s inhabitants fear the full moon, when disappearances increase and fresh corpses are found torn apart.
Potential Alliance with Lady Nysera Krivaltis
  • Nysera Krivaltis , always seeking new forces to bolster her power, has sent emissaries to bargain with Zorgrek.
  • If convinced, the Howling Moon could become shock troops for Nysera’s ambitions in Nulb and beyond.
  • However, Zorgrek distrusts humans and views them as prey, not allies.

Military Strength of the Whiterock Clan

The Whiterock Clan, though not an immense force, commands a deadly and versatile military presence in the southeastern Kron Hills. Comprising a variety of warriors, ranging from barbarians to werewolves, the clan’s military strength is built on brutal efficiency, savage tactics, and supernatural backing. Below is a breakdown of the clan's military composition, including both their numbers and the ranks of their fighters.

Ranked Forces
  • 1st Level: 61 Barbarians, 11 Rangers, 10 Clerics of Iuz, 4 Fighters, 4 Bards, 158 Warriors, 22 Adepts
  • A majority of these forces are orcs, with 18 half-orcs scattered among the ranks. The core of their army consists of barbarian warriors, backed by rangers and clerics of Iuz who enhance their tactical prowess and dark influence.
  • 2nd Level: 6 Barbarians, 10 Warriors, 2 Adepts
  • This level includes afflicted werewolves who serve as a brutal vanguard, providing exceptional strength in battle, and they are led by seasoned warriors.
  • 3rd Level: 3 1st Level Barbarians (all afflicted werewolves), 1 Ranger, 3 Warriors, 2 1st Level Warriors (also afflicted werewolves), 3 Adepts
  • The clan’s leadership here includes elite werewolves—powerful and aggressive in battle—complemented by additional support from warriors and rangers.
  • 4th Level: 2 2nd Level Barbarians (both afflicted werewolves), 6 2nd Level Warriors (all afflicted werewolves)
  • A mix of higher-level barbarians and warriors, these forces are led by werewolf sub-chiefs, and are formidable on the battlefield.
  • 5th Level: 1 3rd Level Barbarian (Yurgrek, his third son of note, an afflicted werewolf), 2 3rd Level Warriors (all sub-chiefs, also afflicted werewolves), 1 Adept
  • Yurgrek leads a select group of elite werewolves, bolstered by shamanic support, making this group a powerful force.
  • 6th Level: 1 4th Level Barbarian (Hudz, his second son of note, an afflicted werewolf), 1 4th Level Warrior (a sub-chief, afflicted werewolf)
  • Hudz is a key figure in the Whiterock Clan, and his group is considered one of the most dangerous, wielding immense physical power and tactical knowledge.
  • 7th Level: 1 Cleric of Iuz (Hazark, an intelligent and wise half-orc shaman, Zorgrek’s brother), 1 5th Level Warrior (a sub-chief, afflicted werewolf)
  • Hazark is the spiritual leader of the clan and a skilled poisoner, offering vital support in battle with his knowledge of dark magic and spiritual guidance.

Fighting Force Composition

  • Barbarian Werewolves: 8
  • Warrior Werewolves: 12
  • Barbarians: 67
  • Rangers: 12
  • Fighters: 4
  • Bards: 4
  • Warriors: 171

Over half of the warriors are orcs aged 16 or younger, a result of the devastating losses at Emridy Meadows. Despite their youth, they are hardened by the harsh environment of the Kron Hills, and their loyalty to their leaders is unwavering. The warriors have been further strengthened by the wealth gained from plundering rival tribes, and they hold a great sense of pride in their enslaved female captives.


Adventure Hooks

The Curse of the Howling Moon
  • A Gnarley Ranger patrol has been slaughtered, their wounds suggesting unnatural claws and fangs.
  • The rangers seek skilled adventurers to track the killers before another full moon rises.
Hunt or Be Hunted
  • A silver merchant caravan has gone missing, and rumors whisper of orc raiders who cannot be slain by normal steel.
  • Can the players track the werewolves and uncover the lair of the Howling Moon before the next attack?
The Wolf-Blood Pact
  • Lady Nysera Krivaltis offers the adventurers a dark choice: broker an alliance with the Howling Moon, or eliminate them before they become a greater threat.
  • Will the party convince Zorgrek to join Nysera’s war machine, or will they end the werewolf menace once and for all?
Survivors of the Storm-Eyes
  • Tuelk and Pintark, the orc heroes who once fought Zorgrek, seek allies for a final strike against the Howling Moon.
  • If the players assist, they must venture deep into the Fens, facing not only orcish werewolves but the haunted remnants of the Temple’s past horrors.

Conclusion

The Howling Moon Clan is a deadly faction within the tangled conflicts of Nulb, the Fens of Tor, and the greater Gnarley Forest. More than just another band of orcs, they are a cursed people, their hunger for power twisting them into monsters feared by both man and beast alike. Whether as adversaries, uneasy allies, or the focus of an entire campaign arc, the Howling Moon ensures that the shadows of the forest remain dangerous, untamed, and drenched in blood.

"The strong hunt, the weak perish."

Zorgrek, Son of Murgz

Chieftain of the Howling Moon

  • The aging but formidable orc warlord-turned-werewolf, now around 32 years old.
  • Wears a cloak of blackened wolf pelts, a symbol of his dominance over both the tribe and the curse of lycanthropy.
  • Holds a twisted reverence for Iuz, but his faith is now intermixed with animistic wolf-spirits, a new religion formed around his transformation.
  • A seasoned warrior and cunning leader, Zorgrek’s ambition is to expand his domain, forge a permanent power base, and eliminate those who threaten his rule.
  • His power is solidified by his elite werewolf warriors, handpicked and turned by him personally, ensuring their loyalty, strength, and ferocity.
Zorgrek, Son of Murgz Chieftain Howling Moon by 3orcs

Zorgrek, Son of Murgz

Large Orc (Werewolf), Chaotic Evil

Armor Class 20 (Chain Shirt +2, Amulet of Natural Armor +1, Natural Armor +2, Dex +1)
Hit Points 99 (10d12 + 2d8 + 24)
Speed 40 ft. (run x4)

STR 19 (+4) | DEX 12 (+1) | CON 14 (+2) | INT 12 (+1) | WIS 12 (+1) | CHA 14 (+2)

Saves: Fort +10, Ref +4 (+5 vs. traps), Will +8 (+10 raging)
Skills: Athletics +8, Intimidation +13, Survival +6, Ride +7, Spot +8, Handle Animal +7
Damage Resistances: Damage Reduction 1/- (while not in hybrid or animal form)
Senses: Darkvision 60 ft., Low-light Vision, Light Sensitivity

Actions

Multiattack. Zorgrek makes three melee attacks or two melee and one ranged attack.

Great-axe +1. Melee Weapon Attack: +16 to hit (+20 while raging), reach 5 ft., one target.
Hit: 21 (1d12 + 7) slashing damage (26 while raging).

Hunting Knife. Melee Weapon Attack: +15 to hit (+17 while raging), reach 5 ft., one target.
Hit: 7 (1d4 + 5) slashing damage (9 while raging).

Unarmed Strike (nonlethal). Melee Weapon Attack: +15 to hit (+17 while raging), reach 5 ft., one target.
Hit: 9 (1d3 + 5) bludgeoning damage (11 while raging).

Darts. Ranged Weapon Attack: +12 to hit, range 20 ft., one target.
Hit: 7 (1d4 + 5) piercing damage.


Bonus Actions

Rage (2/day). As a bonus action, Zorgrek enters a rage for 7 rounds, gaining the following benefits:

  • Advantage on Strength checks and Strength saving throws.
  • +4 bonus to Strength and Constitution (increasing attack and damage rolls).
  • Resistance to bludgeoning, piercing, and slashing damage.
  • -2 to AC.

Curse of Lycanthropy (Hybrid/Wolf Form). As a bonus action, Zorgrek can shift between his werewolf hybrid form and his orc form. In hybrid form, he gains increased speed, enhanced attacks, and natural weaponry (claws).


Reactions

Trip. When a creature within 5 ft. of Zorgrek hits him with a melee attack, he can use his reaction to attempt to trip the attacker, forcing a Strength saving throw (DC 16) or fall prone.


Legendary Actions

Zorgrek can take 1 legendary action to do the following:

  • Charge: Move up to his speed towards an enemy.
  • Howl: All allies within 60 ft. gain advantage on their next attack roll.

Special Traits
  • Wolf Empathy. Can communicate with wolves and dire wolves, and has a +4 bonus on Charisma-based checks against them.
  • Fast Movement. Speed increases by 10 ft. while in hybrid or wolf form.
  • Improved Uncanny Dodge. While raging, Zorgrek can avoid the full effects of an attack that would normally deal half damage.
  • Trap Sense +1. Advantage on saving throws against traps.
  • Gather Horde. Allies within 30 ft. of Zorgrek gain a +2 morale bonus to saving throws against charm and fear effects, and a +1 bonus to attack and weapon damage rolls.
  • Inspire Courage. Allies within 30 ft. gain +2 on saving throws against charm and fear effects and +1 on attack and damage rolls.

Equipment
  • Great-axe +1
  • Chain Shirt +2
  • Amulet of Natural Armor +1
  • Gauntlets of Ogre Power
  • Hunting Knife
  • Darts (4)
  • Potion of Cure Light Wounds x2
  • Potion of Bull's Strength
  • Viper Poison (4 doses)

Type
Geopolitical, Tribe
Government System
Tribalism
Location

Zorgrek, Son of Murgz (Hybrid Form)

Large Orc (Werewolf), Chaotic Evil

Armor Class 18 (Amulet of Natural Armor +1, Natural Armor +4, Dex +3)
Hit Points 147 (10d12 + 2d8 + 48)
Speed 40 ft. (run x4)

STR 21 (+5) | DEX 16 (+3) | CON 18 (+4) | INT 12 (+1) | WIS 12 (+1) | CHA 14 (+2)

Saves: Fort +12, Ref +6 (+7 vs. traps), Will +8 (+10 raging)
Skills: Athletics +9, Intimidation +13, Survival +6, Ride +9, Spot +8, Handle Animal +7, Hide +6
Damage Resistances: Damage Reduction 5/silver (afflicted lycanthrope) and 1/-
Senses: Darkvision 60 ft., Low-light Vision, Scent, Light Sensitivity


Actions

Multiattack. Zorgrek makes three melee attacks or two melee and one ranged attack.

Great-axe +1. Melee Weapon Attack: +17 to hit (+19 while raging), reach 5 ft., one target.
Hit: 23 (1d12 + 8) slashing damage (28 while raging).

Hunting Knife. Melee Weapon Attack: +16 to hit (+18 while raging), reach 5 ft., one target.
Hit: 7 (1d4 + 5) slashing damage (9 while raging).

Unarmed Strike (nonlethal). Melee Weapon Attack: +16 to hit (+18 while raging), reach 5 ft., one target.
Hit: 9 (1d3 + 5) bludgeoning damage (11 while raging).

Darts. Ranged Weapon Attack: +14 to hit, range 20 ft., one target.
Hit: 7 (1d4 + 5) piercing damage.


Bonus Actions

Rage (2/day). As a bonus action, Zorgrek enters a rage for 7 rounds, gaining the following benefits:

  • Advantage on Strength checks and Strength saving throws.
  • +4 bonus to Strength and Constitution (increasing attack and damage rolls).
  • Resistance to bludgeoning, piercing, and slashing damage.
  • -2 to AC.

Curse of Lycanthropy (Hybrid Form). As a bonus action, Zorgrek shifts into his hybrid form, gaining increased speed, enhanced attacks, and natural weaponry (claws).


Reactions

Improved Uncanny Dodge. While raging, Zorgrek can avoid the full effects of an attack that would normally deal half damage.


Legendary Actions

Zorgrek can take 1 legendary action to do one of the following:

  • Charge: Move up to his speed towards an enemy.
  • Howl: All allies within 60 ft. gain advantage on their next attack roll.

Special Traits
  • Wolf Empathy. Can communicate with wolves and dire wolves, and has a +4 bonus on Charisma-based checks against them.
  • Fast Movement. Speed increases by 10 ft. while in hybrid or wolf form.
  • Trap Sense +1. Advantage on saving throws against traps.
  • Gather Horde. Allies within 30 ft. of Zorgrek gain a +2 morale bonus to saving throws against charm and fear effects, and a +1 bonus to attack and weapon damage rolls.
  • Inspire Courage. Allies within 30 ft. gain +2 on saving throws against charm and fear effects and +1 on attack and damage rolls.

Zorgrek, Son of Murgz (Wolf Form)

Large Orc (Werewolf), Chaotic Evil

Armor Class 18 (Amulet of Natural Armor +1, Natural Armor +4, Dex +3)
Hit Points 147 (10d12 + 2d8 + 48)
Speed 40 ft. (run x4)

STR 21 (+5) | DEX 16 (+3) | CON 18 (+4) | INT 12 (+1) | WIS 12 (+1) | CHA 14 (+2)

Saves: Fort +12, Ref +6 (+7 vs. traps), Will +8 (+10 raging)
Skills: Athletics +9, Intimidation +13, Survival +6, Ride +9, Spot +8, Handle Animal +7, Hide +6
Damage Resistances: Damage Reduction 5/silver (afflicted lycanthrope) and 1/-
Senses: Darkvision 60 ft., Low-light Vision, Scent, Light Sensitivity


Actions

Bite. Melee Weapon Attack: +16 to hit (+18 while raging), reach 5 ft., one target.
Hit: 13 (1d6 + 6) piercing damage (15 while raging).


Bonus Actions

Rage (2/day). As a bonus action, Zorgrek enters a rage for 7 rounds, gaining the following benefits:

  • Advantage on Strength checks and Strength saving throws.
  • +4 bonus to Strength and Constitution (increasing attack and damage rolls).
  • Resistance to bludgeoning, piercing, and slashing damage.
  • -2 to AC.

Curse of Lycanthropy (Wolf Form). As a bonus action, Zorgrek shifts into his wolf form, gaining enhanced speed, senses, and attack damage with his bite.


Reactions

Improved Uncanny Dodge. While raging, Zorgrek can avoid the full effects of an attack that would normally deal half damage.


Legendary Actions

Zorgrek can take 1 legendary action to do one of the following:

  • Charge: Move up to his speed towards an enemy.
  • Howl: All allies within 60 ft. gain advantage on their next attack roll.

Special Traits
  • Wolf Empathy. Can communicate with wolves and dire wolves, and has a +4 bonus on Charisma-based checks against them.
  • Fast Movement. Speed increases by 10 ft. while in wolf form.
  • Trap Sense +1. Advantage on saving throws against traps.
  • Gather Horde. Allies within 30 ft. of Zorgrek gain a +2 morale bonus to saving throws against charm and fear effects, and a +1 bonus to attack and weapon damage rolls.
  • Inspire Courage. Allies within 30 ft. gain +2 on saving throws against charm and fear effects and +1 on attack and damage rolls.



Cover image: by 3orcs
Character flag image: https://www.patreon.com/3orcs by 3orcs

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