Encounters: Goblin Marches - Hills (Night)
Worg (CR 2)
Medium Magical Beast
Alignment: Usually neutral evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +6, and Spot +6
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Hit Dice: 4d10+8 (30 hp)
Fort +6, Ref +6, Will +3
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +7
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: Bite 1d6+4
Special Attacks: Trip
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Feats: Alertness; Track
Skills: Hide +7, Listen +6, Move Silently +6, Spot +6, and Survival +2*
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)
Climate/Terrain: Temperate plains
Organization: Solitary. pair, or pack (6-11)
Treasure: 1/10 coins; 50% goods; 50% items
Source: Monster Manual
Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) 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 Survival checks when tracking by scent.
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 out-number the opponent, worgs attempt to pin it.