Worg

Worg Characteristics
Exp Rating: 1.5
Minimum Level: 1
Base Hitpoints: CON/3 + STR/3
Level Hitpoints: 8
Size: Medium
Attributes: +6 STR, +4 DEX, +4 CON, -4 INT, +4 WIS
Languages: None
Stamina: 3
Resolve: 1
Philosophy Ranks:
Senses: Darkviision, Tracking Scent
Habitat: Any
Skills
Points per Level: Gain 4 Skill Points per level.
Favored Skills:
Starting Skill Points:
  • 8 points to be spent in the above Racial Skills. These points cannot be used to raise a skill above Rank 3.
Movement
Shift: 5ft/2 seg
Skirmish: 50ft/3 seg
Sprint: 70ft/3 seg
Overland: 50 mi/day
Racial Features
  • Natural Weapon (Bite): REC 6, +2 Precision, 1d6 damage die, x1 damage modifier, Chopping Damage, ArN 3, Crit 0%/2 per Rank.
  • Animal Instincts: Animals do not suffer penalties to their Initiative Score, Awareness, or Sensory Skills due to their low intelligence. (inc)
  • Tracking Scent: +2 racial bonus to Scent, Awareness, and Hunting checks made for Tracking. (inc.)
  • Natural Armor: AC +2/+4

Worg Characteristics

Worgs appear as larger than normal wolves, growing to about 5 feet in length and 3 feet tall, weighing around 300 pounds. They have black or dark grey fur, large, powerful jaws with abnormally razor-sharp teeth, and their eyes glow with a sinister red energy, betraying their true nature. Worgs are semi-magical creatures that have gained supernatural intelligence, to the point that some are even capable of speech. This makes them terrifyingly effective as pack hunters, and they typically dominate any area they inhabit. Furthermore, their magical nature has corrupted them, and Worgs are almost always evil, reveling in acts of needless cruelty, toying with their food before they drag it away and kill it.

History

No one is sure where Worgs originally came from. Druids, Rangers, Wizards, Scholars, Clerics and Sages have all attempted to discern their point of origin, but it seems that these strange animals are less of their own race, and more of an extension of a hateful force of nature. Druids believe they were once normal wolves who lived in a forest that had become tainted with evil, either from the meddlings of an outside source, or the will of the forest itself, wishing to inflict punishment upon encroaching humanoid civilizations. Worgs are known to approach and attack weak outposts or villages, gradually dragging their populace out of their homes in the middle of the night, never to be seen again. On occasion they ally with members of other evil races, namely goblins to form something of a viscous cavalry. These alliances can often serve to ravage an entire countryside if left unchecked.

Culture

Much like their smaller cousins, Worgs are pack animals, and live and hunt in groups. Far more cunning than an average wolf, they display a frightening understanding of tactics when chasing down prey, and before long, any area they hunt in becomes their domain. When allied with Goblins they tend to serve as mounts in battles, as well as scouts and on occasion assassins, being more adept at stealth than the noisy humanoids, and preferring an easy kill to a direct one-on-one fight.

Life inside a pack of Worgs is fairly typical for animals of this type, with the largest taking the place of Alpha until it grows too weak to sustain its dominance. The key difference with Worgs and Wolves, however, is that while Wolves will simply leave the weak and infirm behind, Worgs prefer to consume their undesirables, ensuring that none but the most viscous and powerful will roam with the pack.

Worg Types

Race: Worg
Level: 6
XP: 900
Description: A viscous wolf-like beast.
Keywords: Beast
Habitat: Any Land