|Size & Type (subtype):||Medium-Size Magical Beast||Hit Dice:||4d10+8 (30)|
|Initiative: ||+2 (Dex) ||Speed: ||50 ft. |
|Armor Class: ||14 (+2 Dex, +2 natural) ||Attacks: ||Bite +7 melee |
|Damage: ||Bite 1d6+4 ||Face and Reach: ||5 ft. by 5 ft./5 ft. |
|Special Attacks: ||Trip ||Special Qualities: ||Scent |
|Saving Throws ||Fortitude: 6 |
|Abilities: ||Str: 17|
|Skills: ||Hide +7, Listen +9, Move Silently +7, Spot +9, WildernessLore +2* ||Feats: ||Alertness |
|Climate and Terrain: ||Any forest, hill, plains, and mountains ||Climate: ||cold,temperate,warm |
|Terrain: ||forest,hill,mountains,plains ||Organization: ||Solitary, pair, or pack (6-11) |
|Challenge Rating: ||2 ||Challenge Rating Value: ||2 |
|Treasure: ||1/10 coins; 50% goods; 50% items ||Alignment: ||Always neutral evil |
|Advancement: ||5-6 HD (Medium-size); 7-12 HD (Large) |
More intelligent than their smaller cousins, worgs speak their
own language. Some can also speak Common and Goblin.
Mated pairs work together to bring down large game, while lone
worgs usually chase down creatures smaller than themselves. Both
often use hit-and-run tactics to exhaust their quarry. A pack
usually circles a larger opponent: Each wolf attacks in turn,
biting and retreating, until the creature is exhausted, at which
point the pack moves in for the kill. If they get impatient or
heavily outnumber the opponent, worgs attempt to pin it.
Trip (Ex): A worg that hits with a bite attack can attempt to
trip the opponent as a free action without making a touch attack
or provoking an attack of opportunity. If the attempt fails, the
opponent cannot react to trip the worg.
Skills: A worg receives a +1 racial bonus to Listen, Move
Silently, and Spot checks, and a +2 racial bonus to Hide checks.
A worg has a +4 racial bonus to Wilderness Lore checks when
tracking by scent.