Larger than wolves, with a cruel demeanor and a unnatural intelligence, capable of speaking and purely evil. Wolf like in shape, with a howl that will chill the blood, and jaws strong enough to crack and crush bone. A regular threat in rural highlands and hilly regions, they are also known to ally themselves with Greenskins, though such alliances are usually short lived in nature due to the worgs habits of getting fat and lazy around goblin and ork tribes, whilst the greenskin numbers seem to lessen over time with no real explanation.... | |
Perception | 1d20+9 |
Languages | Gobbok, Valarian (Common) |
Skills | Athletics: 1d20+7 , Investigate: 1d20+5 , Intuition: 1d20+5 , Stealth: 1d20+6 , Survival: 1d20+5 |
STR +4 , DEX +3 , CON +3 , INT -1 , WIS +2 , CHA +2 | |
AC | 20 |
Saving Throws | Fort 1d20+6 , Ref 1d20+6 , Will 1d20+5 , Power Save (Strength): 1d20+4 , Logic Save (Intelligence): 1d20+2 , Ego Save (Charisma): 1d20+2 |
HP | 27 2d12+11 - Immunities N/A - Weaknesses N/A - Resistances N/A |
Speed | 50 feet |
Melee | Melee, Bite: 1d20+7 to hit. 1d8+4 piercing damage |
Special Abilities | Armored Hide (4): Worgs have a thick, leather like hide, and the shaggy fur coat over top acts as additional padding and protection. They have a +4 Natural Armor Boost to their Armor Score. This is already included in the stat sheet Pack Attacker: Worgs are used to mob tactics, grouping up and tearing apart a single prey item in a violent rush. So long as they are triggering Outnumbering bonuses in melee combat, they add a roll of their Out-Numbering Dice to the damage they deal on a successful attack. Too Smart a Beast: Worgs may not use their disturbing ability to speak words very often, but they are actively naturally fluent in both Valarian and the goblin language, Gobbok. As such they can understand spoken words and even complex phrases in Valarian and act accordingly. Lock Grip: Press Trait. A worg may choose, at the cost of an action after a successful bite attack, to attempt to initiate a grapple without invoking the Multiple Attack Penalty. Scent (50 feet): +2 Perception inside 50 feet when smell is a sense that could apply Fear of Flame: Worgs are naturally and instinctually terrified of fire like many wild animals, to the point where it can even override their unnatural monstrous intelligence. Any worg that takes fire damage immediately acquires the Frightened (1) condition. |
Adaptations and Alteration Options |