Worg
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.
- HP
- 26 (4d10+4)
- AC
- 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
- Speed
- 50 ft.
- Init
- +2
- Melee
- bite +7 (1d6+4 plus trip)
- BAB
- +4
- CMB
- +7
- CMD
- 19 (23 vs. trip)
- Fort
- +5
- Ref
- +6
- Will
- +3
- Racial Modifiers
- +2 Perception, +2 Stealth, +2 Survival
<p class="stat-block-1"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
Perception +11, Stealth +9, Survival +5
- Type
- Magical Beast
- Alignment
- NE
- Size
- Medium
- Environment
- temperate forests and plains
- Organization
- solitary, pair, or pack (3-11)
- Treasure
- incidental
- Senses
- darkvision 60 ft., low-light vision, scent; Perception +11
- Languages
- Common, Goblin
- Source
- Bestiary
-
Uses feat: Run (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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