The Warg, Stunted Cousin of the Wolf

It was once said wargs were a demonic breed of wolves, enchanted and possessed by evil spirits. In reality, they are a vestige of wolf evolution: a prehistoric version of the modern day canine before they developed pack dynamics. Now, despite their ferocity, wargs are on the verge of extinction. Evolutionarily they retain a few defense mechanisms: razor-sharp quills and a skunk-like spray.

Wargs, unlike Wolves, have an eerie human-like intellect and are able to speak single slurred words or phrases in the tongue of chaos. Unlike wolves, wargs are solitary creatures. Despite this, their territory can be as wide as three square miles. Wargs do, on occasion, come together and organize in packs in times of stress or war, sometimes allying with or being ridden by beastmen, orcs, goblins, or any other forces of chaos.

Wargs have no concept of honor. They hate their lupine cousins and will take any opportunity to undermine them. Any monstrous adventurer, or any wizard or cleric who has pledged themselves to a chaotic deity or patron, is entitled to a Personality check to be greeted by the warg with friendship.

(Statblock written for Dungeon Crawl Classics.)

WARG
Init +4
HD 2d6+4
AC 12
MV 50 feet
ACT 1d20
bite +4, 1d10+1
stench compounds, sp
SAVE fort +3, ref +6, will +1
SP see below.

Warg 2 by John Howe
Warg 2 by John Howe

Stench Compounds. Once per day, the warg can use its action to spray its anal compound at a single target up to 20 feet away. The target must succeed on a DC 20 Reflex save or be blinded for the next d6 minutes and use a reduced die (d16) on all checks for the next d3 hours. The stench remains on the target and all their equipment for d6 weeks or until an extremely labor-intensive bath.

Sharp Quills. Whenever a melee attack fails to beat its armor class, the attacker is automatically dealt d6 damage from its hollow spear-like quills.