| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 11 | +0 | +0 |
| CHA | 7 | −2 | −2 |
Keen Hearing and Smell. The construct has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Infrared Vision. The construct has eyes that see infrared radiation, such as that given off by body heat of living creatures. This effectively works as See Invisibility up to 60 feet.
Overclock. The worg increases its energy output for 1 minute. Until the spell ends, the worg’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, or Hide action.
When the spell ends, the worg can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
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.
Description
A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. A clockwork worg will emulate these traits without commands from its creator. Often times a skilled artificer will cover the construct in a worg pelt lined with studded leather. Artificers can use clockwork worgs as mounts, but if its power levels drop it will forcefully remove a rider to preserve energy. Clockwork worgs can be programmed to understand and communicate in 2 spoken languages as determined by the creator, but once imprinted they cannot change languages unless the gem heart of the construct is replaced.
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