Alignment: Chaotic
Movement: 120’ (30')
Armor Class: 5
Hit Dice: 3/4/5/...
Attacks: 1 (weapon)
Damage: 1d8+1
Save: F3/F4/F5/...
Morale: 12
Hoard Class: None
"You can run but you can't hide."
Worgoyles are magical creatures that resemble winged werewolves. They stand 8 feet tall and their fur and skin look like living stone, athouglth they can be harmed by any weapon. Their eyes are vibrant red and they have infravision of 60'. Worgoyles can shield themselves with their enormous wings in combat, forfeiting any move or attack in the round, giving themselves AC 2. They also have a Dive attack, which they frequently use when hunting. Their low morale does not indicate cowardice, but a will to survive. When in disavantage or heavily hurt, they withdraw so they can gather their forces and numbers for the next fight. This makes them a plague hard to be erradicated.
The worgoyle was the first monster I created when I started playing D&D. (I started playing it by DMing AD&D 2e). In my campaing they lived near a small town, on a peak called Mountain Worgoyle. Their pack had being turned into stone a long time ago when their leader was destroyed, but the villagers accidentally revived one if them, and the nightmare started once again.
And here are the "to-hit" bonuses. Nothing really new added to the game, since attack rolls already suffer bonuses from magic weapons, range, strenght modifier, etc. Just another number to add to your roll. I kept the old-style table for nostalgia.
I almost forgot the monster "to-hit" table. I love the way it is presented in this house rule because it's very easy to come up with a second column with a different progression in case you wish to create a disinction between monsters with a good chance to hit and a poor chance to hit. But for now, I'll keep it the way it is.