Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Worg has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Echolocation. The bat can't use its blindsight while deafened.
Trip Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Barovian Worg can make one bite attack against it as a bonus action.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., a creature that is prone, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Barovian Worg regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Description
A Barovian Worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, Worgs roam across the remote wilderness.
They resemble a hulking wolf like creature, but their skin is leathery, and they have large bat like ears. Their eyes are blind, and they use echolocation clicks to find their prey.
Their eyes are cloudy, and act like a palantir or crystal ball for Lord Strahd. He uses these creatures to keep an eye on important aspects of Barovia or enemies.
In combat, worgs aid one another in attacking the strongest enemies first, tripping them and attacking them before they can stand.
If they are confronted in the daytime they will scatter and flee, but at night they become a lot more aggressive.
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