Dungeons and Dragons Worg 3.5 PBP RPG

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Worg

Worg

Medium Magical Beast

Hit Dice:

4d10+8 (30 hp)

Initiative:

+2

Speed:

50 ft. (10 squares)

Armor Class:

14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple:

+4/+7

Attack:

Bite +7 melee (1d6+4)

Full Attack:

Bite +7 melee (1d6+4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Trip

Special Qualities:

Darkvision 60 ft., low-light vision, scent

Saves:

Fort +6, Ref +6, Will +3

Abilities:

Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills:

Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*

Feats:

Alertness, Track

Environment:

Temperate plains

Organization:

Solitary, pair, or pack (6-11)

Challenge Rating:

2

Treasure:

1/10 coins; 50% goods; 50% items

Alignment:

Usually neutral evil

Advancement:

5-6 HD (Medium); 7-12 HD (Large)

Level Adjustment:

+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.

Combat

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.

Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) 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 has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.


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You find no traps or anything odd about the door. Ghost does not seem to worry about the door either. Opening the door shows it to be a 20 X 20 empty room. It does look as it was recently emptied.
Heading on you head down the corridor 120 feet where you come to a T intersection. Heading to the right you travel another 80 feet until you come to another T intersection. Turning right again you travel 40 feet and come to a open door and another empty room that was recently emptied. Turning around you follow the corridor strait 80 feet to another room that was recently emptied. Heading back up the 40 feet you turn right and head back to the 80 feet to the last intersection and go straight again 60 feet to another T intersection. There is a room 20 feet down both ways both have open doors and look recently emptied. Turning back you head back to the main corridor and head right again. You follow that 140 feet to the next right turn that you had skipped coming the other way and turn down this unexplored corridor. So far you notice nothing odd from Ghost. Walking down 60 feet you come to another T intersection with a open door to a small 20 by 20 room 20 feet each way. Both of these rooms have been recently cleared. Heading back to the main corridor you turn back right and walk 120 feet to the four way intersection. The path to the right is the last path left unexplored. Traveling 60 feet you come to a four way intersection. There is a open door each way lleft and right that lead to empty recently cleared rooms. Traveling straight you go another 60 feet to another four way intersection. Again to the left and right 20 feet away is open doors that lead to recently emptied room. Heading straight you travel 40 feet where the corridor turns right and travels 60 feet to a locked door.

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