Worg |
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4d10+8 (30 hp) |
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+2 |
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50 ft. (10 squares) |
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14 (+2 Dex, +2 natural), touch 12, flat-footed 12 |
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+4/+7 |
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Bite +7 melee (1d6+4) |
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Bite +7 melee (1d6+4) |
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5 ft./5 ft. |
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Darkvision 60 ft., low-light vision, scent |
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Fort +6, Ref +6, Will +3 |
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Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10 |
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Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2* |
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Temperate plains |
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Solitary, pair, or pack (6-11) |
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2 |
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1/10 coins; 50% goods; 50% items |
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Usually neutral evil |
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+1 (cohort) |
A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds.
More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.
Mated pairs or packs 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.