Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Large monstrosity, neutral evil

Armor Class 13 (natural armor )

Hit Points 26 (4d10+20)

Speed 50 ft.

16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

Skills Perception +4

Senses darkvision 60 ft., passive Perception 10

Languages Goblin and Worg

Challenge ½ (100 XP)

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Source: Pathfinder Roleplaying Game Bestiary.

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.