Worg
This unusually large wolf has an evil, almost intelligent light shining in its deep red eyes.
Worg (CR 2)
Medium Magical BeastAlignment: Neutral Evil
Initiative: +2
Senses: Darkvision 60 feet, Low-Light Vision, Scent; Perception +11
Speed: 50 feet
Space: 5 feet
Defense
Armor Class: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)Hit Points: 26 (4d10+4)
Saving Throws: Fort +5, Ref +6, Will +3
Offense
Melee: bite +7 (1d6+4 plus Trip)Reach: 5 feet
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 13 (+1) | 6 (-2) | 14 (+2) | 10 (+0) |
CMB +7
CMD 19 (23 vs. Trip)
Feats: Run, Skill Focus (Perception)
Skills: Perception +11, Stealth +9, Survival +5
- Racial Modifiers: +2 Perception, +2 Stealth, +2 Survival
Special Abilities
NONEEcology
Environment: Temperate Forests or PlainsOrganization: solitary, pair, or pack (3-11)
Treasure: incidental
Worgs are oversized, evil, intelligent wolves often found dwelling amid goblins or other savage races. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs 300 pounds.
Worgs hunt in packs, running down and surrounding their prey like common wolves, but their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy, pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush.
Worgs that travel with goblins often allow them to ride on their backs, but in such situations it is usually the worg that is the master, not the rider.