Worg

Worg
Level 6 (+3)
"We prowl through the night, my children, because it is our right as those who feast upon the herd. We need no other reason than that."
——Ashfang, Denmother of the Worg Pack
The brutish and frighteningly intelligent Worgs are black furred, muscular predators that resemble large wolves. They are capable of speech, and most times speak Common and Goblin, as they tend to ally with greenbloods frequently to better hunt and dominate the terrain they inhabit. A typical Worg is almost 6 feet long from tail to snout, and weighs upwards of 300 lbs. They are foul tempered and wholly evil, the byproduct of a mad god’s experiment long ago past. They prefer to hunt their food by pouncing on it in the middle of the night, then dragging it back to their lair to devour it.
Awareness
25
Senses
Darkvision, Tracking Scent
Initiative
20/1d8
Hitpoints: 58
Healing Value: 11
Resilience: +4
Morale
1
AC
18/20
Touch
16
Fort
17
Reflex
16
Will
15
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
17 / 21
DEX
15 / 19
CON
15 / 19
INT
6 / 8
WIS
14 / 16
CHA
10 / 12
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+10 vs AC (ArN 3)
Bite
1d6+5 (avg 8) Chopping damage
Melee Reach 5ft
On a hit, make a secondary attack +8 vs Fortitude, to know the target Prone.
1d6+5 (avg 8) Chopping damage
Grapple +9
Special Attacks (3 AP)
+10 vs AC
Vicious Bite
Make a bite attack. On a hit, deal 2d6+5 (avg 12) Chopping damage. If the target is prone, deal +1d6 (avg 3) additional damage. (Basic)
+10 vs AC
Drag
The Warg moves up to its Sprint speed, making a Bite attack on one creature within its reach during the move. On a hit, deal 1d6+5 (avg 8) Chopping damage and the Warg may continue its movement, dragging a target of Medium size or smaller with him (effectively Repositioning the target). On a miss, the Warg may still continue its movement. This movement does not grant an Opportunity to the target of the attack. (Basic)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
50 ft
Sprint
70 ft
Overland Movement
50 mi/day
Qualities
  • Natural Armor: AC +2/+4 (inc)
  • Tracking Scent: +2 racial bonus to Scent, Awareness, and Hunting checks made for Tracking. (inc.)
  • Animal Instincts: Animals do not suffer penalties to their Initiative Score, Awareness, or Sensory Skills due to their low intelligence. (inc)
Skills: Rank 2 Escape [+4], Rank 3 Jump [+9], Rank 2 Stealth [+4], Rank 1 Swim [+5], Rank 2 Listen [+5], Rank 3 Spot [+7], Rank 4 Scent [+14], Rank 2 Hunting [+6], Rank 2 Survival [+6], Rank 3 Tracking [+6], Rank 1 Coercion [+5]
Feats: Heavy Hitter, Fast Initiative
Philosophies: Rank 2 Mental, Rank 4 Physical
Combat Training: Melee 3, Parry 2, Fort 2, Reflex 2, Will 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
-1
Coercion
+5
Deception
-1
Manipulation
-1
Persuasion
0
Aloofness
-1
Bravery
+1
Intuition
0
Tolerance
+1
Suspicion
0
Social
Composure: 10
Languages: Common, Goblin
Motives:
Prejudices: