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/Actions: 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
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.
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.