b'Abymal Worg \n'b'  Family:   Abymal  \n'b'  Large   elemental  (shadow),  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  52 (8d10 + 8);  Wound Threshold  13  Speed  50 ft.\n'b' STATS STR: 17 (+3) DEX:  13 (+1)  CON:  13 (+1)  INT:  7 (-2)  WIS:  11 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +3  Damage Resistances  necrotic, poison  Senses  blindsight 30 ft.,  darkvision  120 ft., passive  Perception  12  Languages  \xe2\x80\x93  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The ulfmyrkur can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  3/day each :  jump  \n'b'  1/day each :  feather fall ,  spider climb  \n'b'  Keen Hearing and Smell . The ulfmyrkur has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'  Stone Camouflage . The ulfmyrkur has advantage on  Dexterity  ( Stealth ) checks made to  hide  in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  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  or  grappled  (ulfmyrkur\xe2\x80\x99s choice). \n'b'  Etherealness (3/Day) . The ulfmyrkur shifts from the Material Plane to the Ethereal Plane, or vice versa. The ulfmyrkur takes with it the creatures and objects it is wearing, carrying, or grappling. \n'b'\n'b' ABOUT \n'b' A mighty cousin of the wolf, the abymal  worg , or ulfmyrkur in Dwarvish (plural: ulfmyrkar), is a Netherworld predator that can easily travel long distances thanks to its ability to shift into the Ethereal Plane. No obstacle can stop it, and packs of ulfmyrkar can be encountered in many regions. Since worgs are endemic to Kaan, it can be assumed that abymal worgs originate from this land. Perhaps they were originally the companions and mounts of  goblin  adventurers and were separated from their masters. Or perhaps they were members of units of fierce fighters during the battles against Canker, long ago, taking part in battles now forgotten by all. \n'b' The usual combat strategy of abymal worgs, whether alone or in packs, is to grapple a creature and drag it into the Ethereal Plane to devour it there. If the fight goes poorly for them, they retreat before they are too grievously injured.'