Magic Resistance. The worg has Advantage on saving throws against spells and other magical effects.
Multiattack. The worg makes three Bite attacks.
Bite. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of the worg’s next turn. While Poisoned, the target can’t regain Hit Points.
Dreadful Howl (Recharge 5–6). Wisdom Saving Throw: DC 16, each creature within 60 feet that isn’t a worg. Failure: 36 (8d8) Psychic damage, and the target has the Frightened condition until the start of the worg’s next turn. Success: Half damage only.
Fey Step. On each of its turns, due to its Fey origin, the worg can use a bonus action to Fey Step.
It teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see.
Description
Armored Dire Worgs
Never mistaken for giant wolves, these rarely seen Fey monstrosities called Armored Dire Worgs are the result of a Fey Mage's magic gone wild. These sapient evil predators can speak and often taunt their prey, enjoying the taste of fear in their meals. Armored Dire Worgs are larger than common Worgs and possess a supernaturally terrifying howl that frightens their prey and any creature within 60' of it. The monstrosity also suffers the pain of having magically adhered steel armor plates attached to their bodies. They frequently hunt alongside either Ettins, Ogres or Trolls and will sometimes be subdued into the servitude of a lich or dragon to guard their lairs. But they will never be found in packs with other Armored Dire Worgs.
The Armored Dire Worg desires no treasure or other material item other than shelter and food. You will find no loot on these monstrosities other than the contents of its stomach.
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