This unusually large wolf has an evil, almost intelligent light shining in its deep red eyes.
Worg CR 2
NE Medium magical beast
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)
Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Languages Common, Goblin
Environment temperate forests and plains
Organization solitary, pair, or pack (3–11)
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.
This bear-sized wolf has white fur and a rime of frost around its muzzle. Its eyes are pale blue, almost white in color.
Winter Wolf CR 5
NE Large magical beast (cold)
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +6, Will +3
Weaknesses vulnerability to fire
Speed 50 ft.
Melee bite +10 (1d8+7 plus 1d6 cold and trip)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 17)
Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10
Base Atk +6; CMB +12; CMD 23 (27 vs. trip)
Languages Common, Giant
Environment cold forests and plains
Organization solitary, pair, or pack (6–11)
Winter wolves are larger, smarter, more ferocious variants of worgs with white fur and a deadly breath weapon.
A typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the shoulder, and weighs about 450 pounds. Winter wolves will often ally themselves with frost giants, hill giants, and other large humanoids, serving entire tribes of giants as both scouts and guards.