Upheaval

Worg

CR 2, NE Medium Magical beast

Senses: Perception 11, Darkvision 60, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.

Speed: 50 ft.  Skills: Stealth 9, Nature 5

Languages: Common, Goblin

Ability Scores: Str 17 (+7), Dex 15 (+6), Con 13 (+5), Int 6 (-1), Wis 14 (+3), Cha 10 (+1)

INIT: +2  CP: +4  HP: 26 (4d10+4)  SA: --  DC: 15

AC: 14  Touch: 12  Flat-footed: 12 [+2 Dodge, +2 Natural]

SR: --  Vulnerable: Fire 4  Resistant: Cold 4  Bypass: --

Immunity: --  Effect Immunity: --

ACTIONS
Attacks

Fleet (Full Round)(ex) - When using a full-round action to move double its speed, the Worg can also use its bonus action to run its movement in feet again.

DESCRIPTION

Environment: temperate forests and plains

Organization: None

Treasure: incidental

This unusually large wolf has an evil, almost intelligent light shining in its deep red eyes.

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.