
Worrt
TR 0.25Beast · Small·Recommended levels: 1
Abilities
Saves
- WIS +3
Skills
- Perception +3
- Stealth +1
Languages
- —
Traits
The worrt spends most of its life motionless and half-buried. It has Advantage on attack rolls against any creature that has not yet taken a turn in the current combat.
The worrt's tongue attack has a reach of 10 ft. On a hit against a Small or smaller creature, the target is pulled 5 ft toward the worrt.
Actions
Lore
Worrts are squat, warty amphibians that sit motionless on Tatooine's rock flats waiting for something smaller than themselves to wander past. A hunting worrt is almost impossible to pick out from the stone it crouches on — pebbled grey-brown skin, a wide lipless mouth, and two heavy-lidded eyes that track movement without the rest of the body shifting at all. Then the tongue comes out, and whatever was walking past is gone.
They are best known from the approaches to Jabba the Hutt's palace, where one was recorded taking a sand skitter off the rocks in a single strike. That is the whole of the worrt's hunting strategy: wait, then commit. A worrt will attack essentially anything at or below its own size, which makes it a genuine hazard to very small creatures and a complete non-threat to anything larger that simply keeps walking.
Size varies more than most Tatooine fauna — adults run anywhere from half a metre to a metre and a half, with the larger specimens bold enough to menace a Jawa. A related amphibian, the jungle worrt, lives in the forests of Kashyyyk and hunts the same way with a long green tongue, which suggests the body plan is older and more widespread than Tatooine alone.
(Assumption: published sources describe the worrt's appearance, its tongue-hunting and its presence outside Jabba's palace, but say almost nothing about its life cycle, nesting or social behaviour. The solitary, sedentary ambusher presented here is our reading of a creature built the way this one is, not established canon.)
In Play
A worrt is an environmental hazard rather than an encounter. It does nothing until something small comes within 10 ft, then strikes once from concealment — which is exactly the moment to use it, as a surprise on a scout, a droid, or a Small-species character who has wandered ahead of the party.
It will not pursue. If the target survives the first strike and steps back, the worrt settles and waits again. Used well, a worrt costs a party one bad surprise and some healing, and teaches them to look at the rocks.
Adventure Hooks
- Something in the Rocks — A moisture farmer's youngest keeps coming home with stories about the stones moving. The parents think it is nonsense. The rocks along that path have been thinning the local skitter population for a season.
- The Palace Approach — The safest footpath to a Hutt's door runs through a worrt field. Locals know to walk the centre line. Anyone who does not is announcing they are an offworlder before they ever knock.