A Middle-Earth bes­tiary (d20)

By Goth­mog http://​www​.enworld​.org/​m​ed20/

Balrog

Huge Out­si­der

Hit Dice : 25d8+250 (363 hp)

Ini­tia­tive : +7 (+3 Dex, +4 Imp Init)

Speed : 40 ft, fly 90 ft (good)

Armor Class : 35 (+3 Dex, –2 size, +20 natu­ral, +4 smoke)

Attacks : +4 fla­ming greats­word +41/+36/+31/+26 melee, +2 fla­ming whip +27 melee ; or 2 slams +32 melee

Damage : +4 fla­ming greats­word 2d8+1d6+16, +2 whip 1d4+8, slams 1d8+12

Face/​Reach : 10 ft by 10 ft/​15 ft (30 ft with whip)

Spe­cial Attacks : Spell-like abi­li­ties, fear, entangle, body flames, domi­na­tion

Spe­cial Qua­li­ties : Damage reduc­tion 30/+3, SR 30, demon qua­li­ties, entangle, fright­ful pre­sence (DC 25), spell use, dark­vi­sion 240 ft, fire immu­nity, death throes, weapon des­truc­tion

Saves : Fort +24, Ref +17, Will +19

Abi­li­ties : Str 35, Dex 16, Con 30, Int 20, Wis 20, Cha 16

Skills : Bluff +30, Concen­tra­tion +28, Diplo­macy +25, Hide +20, Know­ledge (any 3) +26, Listen +36, Move Silently +20, Scry +27, Search +27, Sense Motive +28 Spell­craft +30, Spot +37

Feats : Ambi­dex­te­rity, Cleave, Great Cleave, Impro­ved Ini­tia­tive, Power Attack, Two-Weapon Figh­ting

Climate/​Terrain : Any land and under­ground

Orga­ni­za­tion : Soli­tary

Chal­lenge Rating : 28

Trea­sure : Stan­dard coins, double goods, stan­dard items

Ali­gn­ment : Always Lawful Evil

Advan­ce­ment : 26–35 HD (Huge), 36–45 HD (Gar­gan­tuan)

Bal­rogs are evil spi­rits of fire that were among the first allies of Mor­goth in the early days of Arda. As Maiar, Bal­rogs are immor­tal and incre­di­bly power­ful, and can lay waste to legions of men or elves with appa­rent ease. Most of the bal­rogs were des­troyed in the wars with elves and men, but a few remain, hidden away in the dark holes of the earth. Bal­rogs are huma­noids that stand some 20 feet tall with oily black skin, clawed hands and feet, and eyes that burn like coals. A balrog is constantly wrea­thed in flame and smoke, some­times making it hard to see the demon clearly.

Spell Use (Su): Bal­rogs can use the fol­lo­wing spells at will- blas­phemy, deeper dark­ness, dese­crate, detect good, fear, flame strike, grea­ter dis­pel­ling, pyro­tech­nics, read magic, sug­ges­tion, symbol (any), tele­ki­ne­sis, tongues (self o­nly), unhal­low, unholy arm, unholy blight, and wall of fire. They can also use the fol­lo­wing powers o­nce per day- fire storm, implo­sion. These spell-like abi­li­ties are as the spells cast by a 25th^ level sor­ce­rer (save DC 13 + spell level).

Demon qua­li­ties (Su): Bal­rogs are immune to fire, poison and elec­tri­city, and have cold and acid resis­tance of 20. They may also com­mu­ni­cate tele­pa­thi­cally with any crea­ture within 100 feet that has a lan­guage. Bal­rogs may also Smite Good o­nce per day, inflic­ting an extra 25 hp of damage o­n a suc­cess­ful hit against a good-ali­gned crea­ture.

Fright­ful pre­sence (Ex): Anyone loo­king upon a Balrog or who comes within 50 feet of the demon must make a DC 25 Will save or suffer the effects of panic (see DMG).

Entangle (Ex): A balrog’s whip can entangle foes much like an attack with a net. The whip has a range of 30 feet, with a range incre­ment of 10 feet, and 20 hit points. If the whip hits, the target and the balrog must make imme­diate oppo­sed Strength checks ; if the balrog wins, it drags the target into its fla­ming body (see below). The target remains trap­ped against the balrog’s body until it escapes the whip.

Immo­la­tion (Su): At will, bal­rogs can wreathe their bodies in roa­ring flame as a free action. The balrog suf­fers no harm, but anyone grap­pling with the balrog or struck by it takes 4d6 points of fire damage. Anyone within 10 feet takes 2d6 fire damage.

Weapon Des­truc­tion (Su): Any weapon less than +3 enchant­ment that strikes a balrog will melt unless it makes a DC 22 save. Non-magi­cal wea­pons are not allo­wed a save.

See Invi­si­bi­lity (Su): Bal­rogs conti­nually see invi­si­bi­lity as the spell cast by a 25th^ level sor­ce­rer.

Death Throes (Ex): When killed, a balrog explodes in a roar of flames that deals 50 points of fire damage to eve­ry­thing within 100 feet.

Crebain

Small Animal

Hit Dice : 1d8 (5 hp)

Ini­tia­tive : +3 (+3 Dex)

Speed : 10 ft, fly 60 ft (ave­rage)

Armor Class : 16 (+2 size, +3 Dex, +1 natu­ral)

Attacks : Claws +5 melee, bite +0 melee

Damage : Claws 1d2-3, bite 1d3-1

Face/​Reach : 2.5 ft by 2.5 ft/​0 ft

Spe­cial Qua­li­ties : None

Saves : Fort +2, Ref +5, Will +2

Abi­li­ties : Str 5, Dex 15, Con 10, Int 4, Wis 10, Cha 6

Skills : Listen +6, Spot +6 (+16 while in the air as a flock)

Feats : Weapon Finesse (claws)

Climate/​Terrain : Any forest, hills, plains, moun­tains

Orga­ni­za­tion : Flock (20–120)

Chal­lenge Rating : 1/4

Trea­sure : None

Ali­gn­ment : Usually Chao­tic Evil

Advan­ce­ment : Small (2–3 HD)

Cre­bain are large black crows that have cor­rup­ted by evil. Usually found in Dun­land and the Fan­gorn Forest area, cre­bain patrol their domains in large flocks, kee­ping an obser­vant eye o­n the area, and repor­ting any­thing they see back to their evil mas­ters. While in the air, flocks of cre­bain have a +10 bonus to their Spot checks.

Corpse Candle

Medium-sized Undead (incor­po­real)

Hit Dice : 4d12 (26 hp)

Ini­tia­tive : +8 (+8 Dex)

Speed : Fly 50 ft (good)

Defense : 18 (+8 Dex)

Attacks : Incor­po­real touch +9 melee

Damage : Incor­po­real touch 1d4 and drains 1d4 Con tem­po­ra­rily

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Undead, SR 12, incor­po­real, charm to follow (DC 18), life stea­ling

Saves : Fort +1, Ref +8, Wil +6

Abi­li­ties : Str -, Dex 25, Con -, Int 12, Wis 17, Cha 22

Skills : Bluff +12, Dis­guise +12, Hide +12, Listen +8, Move Silently +12, Search +8, Spot +9

Feats : Dodge, Mobi­lity

Climate/​Terrain : Any swamp or water

Orga­ni­za­tion : Soli­tary

Chal­lenge Rating : 6

Trea­sure : None

Ali­gn­ment : Usually neu­tral evil

Advan­ce­ment : Medium-sized (5–10 HD)

Corpse candles are the sprits of men, elves, orcs, dwarves, or other race who have died a watery death, and still haunt the area around their grave. Corpse candles pro­ject the image of a small mote of colo­red light, hoping to lure tra­ve­lers to a seclu­ded area where they can drain them of life. At the site where the corpse candle died in life, the image of their mortal body can be seen under the water, but cannot be inter­ac­ted with.

Illu­sions (Su): Corpse candles can pro­ject illu­sions of them­selves via a power iden­ti­cal to Major Image at will. They often use this power to pro­duce phan­tasms of their former bodies, and lights and sounds to fool the unwary into explo­ring fur­ther.

Charm (Su): Corpse candles can use a power simi­lar to a Sug­ges­tion spell 3 times per day, howe­ver no verbal com­ponent must be used. Ins­tead, the victim feels an uncon­trol­lable urge to follow the corpse candle’s direc­tions, usually attri­bu­ting their actions to a desire to find out what is cau­sing the unu­sual sights and sounds they are expe­rien­cing. The effect can be resis­ted by a suc­cess­ful DC 18 Will save.

Life Stea­ling (Su): When a corpse candle touches a victim, a wound simi­lar to a severe frost­bite appears in the area, and the victim tem­po­ra­rily loses 1d4 Con points. Lost Con points return at the rate of o­ne per day of com­plete bed rest.

Dumbledors

Tiny Vermin

Hit Dice : 1/​2d8 (2 hp)

Ini­tia­tive : +2 (+2 Dex)

Speed : 20 ft, fly 60 ft (good)

Armor Class : 16 (+2 size, +2 Dex, +2 natu­ral)

Attacks : Sting +0

Damage : 1d2 + poison

Face/​Reach : 2.5 ft by 2.5 ft/​0 ft

Spe­cial Attacks : Poison

Spe­cial Defenses : None

Saves : Fort +2, Ref +2 Wil +0

Abi­li­ties : Str 3, Dex 14, Con 10, Int – , Wis 10, Cha 6

Skills : Intuit Direc­tion +4, Spot +6

Feats : None

Climate/​Terrain : Tem­pe­rate and warm forest and swamp

Orga­ni­za­tion : Soli­tary, swarm (3–12), or nest (20–120)

Chal­lenge Rating : 1/4

Trea­sure : None

Ali­gn­ment : Neu­tral

Advan­ce­ment : Tiny (1 HD)

Dum­ble­dors are a spe­cies of giant wasp with bright black and yellow mar­kings. Each dum­ble­dor is roughly 5 pounds in size, and has a wing­span of nearly 2 feet. These ani­mals are easily irri­ta­ted, and have been known to swarm without pro­vo­ca­tion.

Poison (Ex): The sting of a dum­ble­dor deli­vers a mild poison that causes the loss of o­ne tem­po­rary point of Con if a DC 12 Fort save is failed.

Eagles, Great

Celes­tial Large Magi­cal Beast

Hit Dice : 6d10+12 (45 hp)

Ini­tia­tive : +3 (+3 Dex)

Speed : 10 ft, fly 120 ft (good)

Armor Class : 17 (-1 size, +3 Dex, +5 natu­ral)

Attacks : 2 claws +12 melee, bite +7 melee

Damage : Claw 1d6+6, Bite 1d8+3

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Eva­sion, celes­tial qua­li­ties, DR 5/+1, SR 12, Acid/​Cold/​Electricity resis­tance 10, dive attack

Saves : Fort +7, Ref +8, Wil +4

Abi­li­ties : Str 22, Dex 17, Con 15, Int 10, Wis 14, Cha 10

Skills : Know­ledge (nature) +3, Listen +5, Sense Motive +9, Spot +11 (+15 during day­light), Wil­der­ness Lore +8

Feats : Alert­ness

Climate/​Terrain : Any forest, hill, or moun­tain

Orga­ni­za­tion : Soli­tary or pair

Chal­lenge Rating : 5

Trea­sure : None

Ali­gn­ment : Usually Neu­tral Good

Advan­ce­ment : Large (6-9HD), Huge (10–12 HD)

The giant eagles of Middle Earth are the grea­test of all birds, stan­ding nearly 12 feet tall with a 35 foot wins­pan, and are thought to have been crea­ted by the Valar Manwe. Legend has it that Manwe tasked these great birds to build their nests in the high crags of the world, and keep an eye o­n the mortal lands, repor­ting to him what they saw and heard. Regard­less, the eagles are of noble sprit, and are never evil. Although they seem domi­nee­ring and lacking in sen­ti­ment for most mor­tals, they are staunch foes of evil, and seek to des­troy it when it is unco­ve­red.

Eva­sion (Ex): Any effect that would allow an eagle to make a Reflex save for half damage, allows the eagle to take no damage with a suc­cess­ful save.

Celes­tial qua­li­ties (Su): Eagles have acid/​cold/​electricity resis­tance of 10, SR 12, DR 5/+1, and dark­vi­sion to a range of 60 feet. Eagles may also Smite Evil o­nce per day, inflic­ting an extra 6 hp of damage o­n a suc­cess­ful hit against an evil-ali­gned crea­ture.

Dive Attack (Ex): An eagle can make a dive attack as long as it can dive at least 50 feet towards its enemy. This attack pro­vokes an attack of oppor­tu­nity from the target if he is aware of the attack, but if the eagle hits, each of its claws inflict 2d6+12 damage. If both claws hit, it has gras­ped the victim in its talons and flown off with him.

Car­rying Capa­city: A giant eagle can carry a tre­men­dous amount of weight : up to 300 lbs is a light load, 301–600 lbs is a medium load, and 601–900 lbs is a heavy load.

Ent

Huge Plant

Hit Dice : 10d8+90 (135 hp)

Ini­tia­tive : –2 (-2 Dex)

Speed : 30 ft

Defense : 21 (-2 size, –2 Dex, +15 natu­ral)

Attacks : 2 slams +17 melee

Damage : slam 2d6+10

Face/​Reach : 10 ft by 10 ft/​15 ft

Spe­cial Qua­li­ties : Ani­mate trees, trample, plant, fear, fire vul­ne­ra­bi­lity, ½ damage from pier­cing, double damage against objects

Saves : Fort +12, Ref +1, Wil +7

Abi­li­ties : Str 30, Dex 7, Con 28, Int 14, Wis 15 Cha 12

Skills : Hide –9 (+16 in fores­ted areas), Inti­mi­date +8, Know­ledge (Nature) +10, Listen +9, Sense Motive +10, Spot +9, Wil­der­ness Lore +10

Feats : Iron Will, Power Attack

Climate/​Terrain : Any forest

Orga­ni­za­tion : Soli­tary or grove (6–10)

Chal­lenge Rating : 10

Trea­sure : Stan­dard

Ali­gn­ment : Always neu­tral good

Advan­ce­ment : By cha­rac­ter class

Ents (or the o­nodrim) are huge plant­like huma­noids who appear to be trees at a cur­sory glance. Howe­ver, o­nce an ent is moving, it is rea­dily appa­rent that they are not vege­ta­tive at all. Ents are stron­gest and lar­gest of the natu­ral races : their skin is like bark, and they are power­ful enough to des­troy buil­dings and split stone with ease. Although ents are the oldest of the spea­king races, it was the elves that taught them how to become mobile. Ents now act as care­ta­kers of the forests and wild places, and usually stron­gly resemble a par­ti­cu­lar type of tree. Ents are not prone to rash action, and can often take days to make a fairly simple deci­sion.

Ents are a dwind­ling race- with the coming of man, the ents have retrea­ted to their ancient forests and often become dor­mant out of fee­lings of wea­ri­ness, for­get­ful­ness, or bit­ter­ness. Many ents are also disap­poin­ted and for­lorn about the disap­pea­rance of the Ent­wives, who have now see­min­gly vani­shed without a trace. Ents hate orcs, trolls, and humans who need­lessly dese­crate forests. They are sus­pi­cious of dwarves as well.

Ani­mate trees (Su): An ent can ani­mate up to two trees at a time within 180 feet, control­ling their move­ments at will. Tress that are awa­ke­ned in this manner take o­ne round to uproot them­selves, and have the same stats as huorns. These trees will remain active for as long as the ent is within o­ne mile of them, or until the ent is inca­pa­ci­ta­ted, or wishes to end their acti­vity.

Trample: An ent can trample oppo­nents up to Medium-sized for 2d12+5 damage. Oppo­nents who do not attempt to make attacks of oppor­tu­nity against the ent may make a DC 20 Reflex save for half damage.

Plant: Ents are immune to mind-influen­cing attacks, poison, sleep, para­ly­sis, stun­ning, and poly­mor­phing. Ents are not sub­ject to cri­ti­cal hits.

Fear (Su): Anyone seeing an ent who has become enra­ged must make a DC 16 Will save or suffer the effects of a Fear spell.

Fire Vul­ne­ra­bi­lity: An ent takes double damage from fire attacks unless the attack allows a save, in which case the ent takes double damage if the save is failed, or none if the save is suc­cess­ful.

Half damage from pier­cing wea­pons: Pier­cing wea­pons deal half damage to ents, with a mini­mum of 1 point of damage.

Double damage against objects (Ex): Due to the strength and plant-like nature of ents, they inflict double damage (4d6+20) against buil­dings or inani­mate objects.

Although most ents conform to the above stats, some few have gained grea­ter wisdom, and advance in cha­rac­ter classes. An ent’s favo­red class is druid. If gene­ra­ted as a cha­rac­ter, their stat modi­fiers are as fol­lows : Str +18, Dex –4, Con +18, Int +2, Wis +4, Cha +2. ECL +11

Fell Beasts

Huge Dragon

Hit Dice : 8d12+16 (68 hp)

Ini­tia­tive : +5 (+1 Dex, +4 Imp Init)

Speed : 20 ft, fly 80 ft (ave­rage)

Armor Class : 20 (+1 Dex, –2 size, +11 natu­ral)

Attacks : Bite +14 melee, 2 claws +9 melee ; or Bite +14 melee, 2 wings +9 melee

Damage : Bite 2d8+10, claw 1d8+4, wing 1d6+4 + knock­back

Face/​Reach : 10 ft by 20 ft/​10 ft

Spe­cial Qua­li­ties : Scent, Stin­king Cloud, dive attack

Saves : Fort +8, Ref +7, Wil +8

Abi­li­ties : Str 24, Dex 12, Con 15, Int 8, Wis 14, Cha 9

Skills : Listen +15, Move Silently +10 (+16 while flying), Spot +15 (+18 while flying)

Feats : Alert­ness, Flyby Attack, Impro­ved Ini­tia­tive

Climate/​Terrain : Tem­pe­rate and warm forest, hills, and moun­tains

Orga­ni­za­tion : Soli­tary, pair, or flight (3–6)

Chal­lenge Rating : 6

Trea­sure : Stan­dard

Ali­gn­ment : Usually neu­tral evil

Advan­ce­ment : Huge (9–12 HD), Gar­gan­tuan (13–18 HD)

Fell beasts are large crea­tures rela­ted to dra­gons that make their lairs in high rocky caves or other deso­late areas. In par­ti­cu­lar, sou­thern Mirk­wood and Gor­go­roth are infes­ted with them, but they can be found all along the Misty Moun­tains, and even as far north as Angmar. Fell beasts resemble two-legged dra­gons with heads much like a vul­ture, and two huge bat­like wings. The ave­rage spe­ci­men reaches about thrity feet in length, and often has a 40–50 foot wing­span. These crea­tures have excellent night­sight, and can see up to o­ne mile away with a high degree of accu­racy. At night these crea­tures are even more deadly, they are not ham­pe­red by the dark­ness, and can see as well as if it were day, as long as there is at least some light in the area. Their favo­red method of attack is to swoop from the sky and rake their prey with their wicked talons.

Stin­king cloud (Ex): Three times per day, a fell beast can exhale a foul gas that is iden­ti­cal to the arcane spell Stin­king Cloud as cast by an 8th^ level sor­ce­rer.

Dive Attack (Ex): A fell beast can make a dive attack as long as it can dive at least 50 feet towards its enemy. This attack pro­vokes an attack of oppor­tu­nity from the target if he is aware of the attack, but if the fell beast hits, each of its claws inflict 2d8+8 damage. If both claws hit, it has gras­ped the victim in its talons and flown off with him.

Kno­ck­down (Ex): If a fell beast used its wings while groun­ded to attack a foe, a suc­cess­ful hit forces a target of medium-size or smal­ler to make a DC 12 Strength check. If it fails, the target it bat­te­red back­wards 5 feet by the attack, and is coun­ted as prone.

Flies of Mordor

Dimi­nu­tive Vermin

Hit Dice : 1/​4d8 (1 hp)

Ini­tia­tive : +2 (+2 Dex)

Speed : 10 ft, fly 40 ft (good)

Armor Class : 16 (+2 Dex, +4 size)

Attacks : Bite +0 melee

Damage : Bite 1d2-4 + Disease

Face/Reach:1 ft by 1 ft/​0 ft

Spe­cial Qua­li­ties : Disease

Saves : Fort +3, Ref +2, Wil +1

Abi­li­ties : Str 2, Dex 15, Con 11, Int -, Wis 12, Cha 8

Skills : None

Feats : None

Climate/​Terrain : Mordor

Orga­ni­za­tion : Swarm (10–100)

Chal­lenge Rating : 1/8

Trea­sure : None

Ali­gn­ment : Neu­tral

Advan­ce­ment : Tiny (1/2 HD)

These tiny flies are o­ne of the few forms of life that actually thrives in Mordor. The flies are hideous crea­tures to behold, almost an inch long, black, hairy, and with the red mark of the Eye of Sauron o­n their backs. Indi­vi­dually, the flies are not dan­ge­rous, merely pests. In swarms though, the flies pose a serious danger to any living crea­ture tra­vel­ling the plains of Mordor. These swarms have been knows to attack tra­ve­lers, biting them until they suc­cumb to the pain of their wounds.

Disease (Ex): The flies also can spread a disease to those bitten- the victim must make a DC 11 Fort save or contract a disease known as Sauron’s Wrath. Vic­tims of this disease lose 1 point per week from each stat, and if any stat drops to 0, the victim dies. After ini­tial infec­tion, the victim make attempt to shake the disease off by making a DC 18 Fort save each week- if the victim make two of his saves in conse­cu­tive weeks, he has over­come the disease. Lost abi­lity scores return at the rate of o­ne point per week.

Giants

Large Giant

Hit Dices : 14d8+70 (133 hp)

Ini­tia­tive : +2 (+2 Dex)

Speed : 40 ft

Armor Class : 18 (+2 Dex, –1 size, +4 natu­ral, +3 hides)

Attacks : Huge great­club +17/+12 melee, or rock +12/+7 ranged

Damage : Huge Great­club 2d6+12, rock 2d8+12

Face/​Reach : 5 ft by 5 ft/​10 ft

Spe­cial Qua­li­ties : Rock thro­wing, rock cat­ching

Saves : Fort +14, Ref +6, Will +4

Abi­li­ties : Str 27, Dex 15, Con 20, Int 8 Wis 12, Cha 7

Skills : Climb +10, Hide +0 (+4 in home area), Jump +10, Spot +3

Feats : Combat Reflexes, Point Blank Shot, Power Attack, Pre­cise Shot

Climate/​Terrain : Moun­tains and hills near Rho­va­nion, Misty Moun­tains

Orga­ni­za­tion : Soli­tary, gang (2–5), band (6–9), or tribe (11–20)

Chal­lenge Rating : 8

Trea­sure : Stan­dard

Ali­gn­ment : Usually neu­tral

Advan­ce­ment : By cha­rac­ter class

Giants appear as large 10–12 foot tall hairy men, often wea­ring the skins of great beasts and car­rying crude wea­ponry. They have a repu­ta­tion for play­ful­ness and stu­pi­dity, but also for known for their rage when ange­red. Usually content to leave tra­ve­lers alone, or pos­si­bly frigh­ten then by tos­sing rocks near them, giants are not crea­tures of dark­ness, but are quite dull, and can be tri­cked fairly easily. Giants hate trolls, and will not suffer a troll to live in an area they have clai­med.

Rock Thro­wing (Ex): Giants are adept at thro­wing large rocks (wei­ghing 20 to 30 pounds), up to five range incre­ments away (40 foot range incre­ment). A hit by such a boul­der inflicts 2d8+12 damage.

Rock Cat­ching (Ex): Giants may catch rocks (or simi­lar pro­jec­tiles) of up to large size. o­nce per round, a giant that would nor­mally be hit by such a pro­jec­tile may make a Ref save to catch it as a free action, given that he is aware the mis­sile is coming towards him. The DC is 15 for a small rock, 20 for a medium rock, and 25 for a large rock.

A giant’s favo­red class is bar­ba­rian, but it is not unk­nown for giant ran­gers and adepts to exist as well. A giant’s stat modi­fiers are as fol­lows : Str +16, Dex +4, Con +10, Int –2, Wis +2, Cha –4.

Ghoul

Medium-sized Undead

Hit Dice : 4d12 (26 hp)

Ini­tia­tive : +0 (+0 Dex)

Speed : 30 ft

Armor Class : 12 (+0 Dex, +0 size, +2 natu­ral)

Attacks : 2 claws +5 melee, bite +0 melee

Damage : Claw 1d6+3, bite 1d4+3

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Undead, fright­ful pre­sence (DC 12)

Saves : Fort +1, Ref +1, Wil +6

Abi­li­ties : Str 17, Dex 11, Con -, Int 4, Wis 14, Cha 10

Skills : Climb +6, Listen +6, Spot +7

Feats : Mul­tiat­tack

Climate/​Terrain : Any land or under­ground

Orga­ni­za­tion : Soli­tary, gang (2–5), or pack (11–20)

Chal­lenge Rating : 2

Trea­sure : None

Ali­gn­ment : Always neu­tral evil

Advan­ce­ment : Medium-sized (5–8 HD)

Ghouls are the ani­ma­ted corpses of fallen men, dwarves, hob­bits, or orcs. They are some­how par­tially pre­ser­ved by the condi­tions that crea­ted them, often appea­ring as desic­ca­ted husks (in dry climes), or as darkly tannin-stai­ned bodies such as o­ne might find in a peat bog. The nails and teeth of ghouls are long and sharp, and they pursue any living crea­ture that comes into their ter­ri­tory as food. Very little of the intel­lect they pos­ses­sed in life remains with them, but they are cun­ning crea­tures, and have been known to lay ambushes for the unwary.

Fright­ful Pre­sence (Su): The appea­rance of a ghoul causes any crea­ture of 4 HD or less that sees it to make a DC 12 save or become shaken for 5d6 rounds. Crea­tures that make their saves are immune to the fear effect of that ghoul for o­ne day. If mul­tiple ghouls are encoun­te­red, o­nly roll o­nce per cha­rac­ter, against the highest HD ghoul.

Hummerhorns

Small Vermin

Hit Dice : 2d8+4 (13 hp)

Ini­tia­tive : +3 (+3 Dex)

Speed : 20 ft, fly 60 ft (good)

Defense : 17 (+3 Dex, +1 size, +3 natu­ral)

Attacks : Bite +4 melee

Damage : Bite 1d4-1 + blood drain

Face/​Reach : 2.5 ft by 2.5 ft/​0 ft

Spe­cial Qua­li­ties : Blood drain

Saves : Fort +5, Ref +3, Wil +1

Abi­li­ties : Str 8, Dex 17, Con 14, Int -, Wis 12, Cha 8

Skills : Hide +11, Spot +5

Feats : Weapon Finesse (bite)

Climate/​Terrain : Tem­pe­rate swamps

Orga­ni­za­tion : Swarm (11–20)

Chal­lenge Rating : 1/2

Trea­sure : None

Ali­gn­ment : Neu­tral

Advan­ce­ment : Small (3–4 HD)

Hum­me­rhorns are huge mos­qui­toes, with a wing­span of nearly four feet, and wei­ghing almost ten pounds. Usually found in swamps and boggy areas, hum­me­rhorns are fear­less, and have been known to attack armo­red knights.

Blood Drain (Ex): o­n a suc­cess­ful bite attack, the hum­me­rhorn drains 1d2 points of Con per round. o­nce a hum­me­rhorn has drai­ned four points of Con, it flies off to digest its meal. Lost Con points return at the rate of o­ne per day of com­plete bed rest.

Huorns

Huge Plant

Hit Dice : 8d8+24 (60 hp)

Ini­tia­tive : –3 (-3 Dex)

Speed : 5 ft

Armor Class : 16 (-3 Dex, –2 Size, +11 natu­ral)

Attacks : 2 slams +13

Damage : Slam 2d6+7

Face/​Reach : 10 ft by 10 ft/​15 ft

Spe­cial Qua­li­ties : Rapid move­ment

Saves : Fort +9, Ref –1, Wil +4

Abi­li­ties : Str 25, Dex 5, Con 17, Int 12, Wis 14, Cha 6

Skills : Hide –9 (+16 in fores­ted areas), Inti­mi­date +6, Know­ledge (any o­ne) +8, Listen +6, Sense Motive +7, Spot +7, Wil­der­ness Lore +8

Feats : Power Attack

Climate/​Terrain : Tem­pe­rate forests

Orga­ni­za­tion : Soli­tary or grove (5–10)

Chal­lenge Rating : 7

Trea­sure : None

Ali­gn­ment : Usually neu­tral

Advan­ce­ment : Huge (9–12 HD), Gar­gan­tuan (13–16 HD)

Huorns are tree-like beings who live in forests tended by ents. Hurons look exactly like trees native to their par­ti­cu­lar forest, but are in fact either trees awaked from their sleep by ents, or ents that have slip­ped into dor­mancy. Huorns who have been influen­ced by the Shadow bear a great deal of hos­ti­lity towards kelvar (« living things that can flee »), and create forests that are hot, dark, and oppres­sive. Those hurons who have not been cor­rup­ted enjoy a pea­ce­ful exis­tence in tran­quil woods. Both varie­ties of huorns (good and bad) can be per­sua­ded by an ent to combat mutual foes. In par­ti­cu­lar, hurons hate orcs, trolls, and humans who need­lessly dese­crate forests. They are sus­pi­cious of dwarves as well.

Rapid move­ment (Su): Under the direc­tion of ents, huorns can be per­sua­ded to move vast dis­tances in a short time, o­n the order of 10 miles per day, per HD of the com­man­ding ent.

Lassaraukar, Lesser

Medium-sized Out­si­der

Hit Dice : 5d8+15 (38 hp)

Ini­tia­tive : +8 (+8 Dex)

Speed : 200 ft

Defense : 23 (+8 Dex, +0 size, +5 natu­ral)

Attacks : 2 disks +13 mis­sile

Damage : Disk 1d6+3 + poison

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Dark­vi­sion 120 ft, scent, per­ma­nent spider climb, poison, leap, SR 10

Saves : Fort +7, Ref +, Wil +6

Abi­li­ties : Str 16, Dex 26, Con 17, Int 8, Wis 14, Cha 10

Skills : Climb +17, Hide +13, Jump +13, Listen +7, Move Silently +13, Spot +7

Feats : Dodge, Mobi­lity, Point Blank Shot, Pre­cise Shot

Climate/​Terrain : Any forest

Orga­ni­za­tion : Band of five lesser and o­ne grea­ter Las­sa­rau­kar

Chal­lenge Rating : 6

Trea­sure : Double Stan­dard

Ali­gn­ment : Always chao­tic evil

Advan­ce­ment : Medium-sized (6–8 HD)

Las­sa­rua­kar (« demons of the leaves ») are woo­dland spi­rits that were sedu­ced and cor­rup­ted by Mor­goth, and are now savage pre­da­tors of the woo­dlands. Although immor­tal, these demons are unable to repro­duce- thank­fully for all the races of Middle Earth. Las­sa­rau­kar appear as tall fea­tu­re­less huma­noids cove­red in grayish-green skin that covers all parts of their bodies, inclu­ding their faces. There is also a second fold of skin that extends from their brow ridges over their faces, shiel­ding them from light except when fee­ding. Although their sense of sight is not great, they can hear and smell excep­tio­nally well. They are also blin­din­gly fast, and can move among the trees and along branches faster than any horse can run, even faster than a great eagle or dragon during flight. Occa­sio­nally, these crea­tures will stand in a forest com­ple­tely still, and can easily be mis­ta­ken for wea­the­red sta­tues (+5 Hide bonus when immo­bile).

Las­sa­rua­kar live in « lats » of six, five lesser lead by o­ne grea­ter las­sa­rau­kar. They often lair in dark, oppres­sive woods, and sub­sist o­n a diet of nuts, fruit, and plant mate­rials. Howe­ver, they are fond of raw meat as well, par­ti­cu­larly brains. They are excee­din­gly cruel crea­tures, and enjoy toying with their prey and tor­men­ting it before they move in for the kill. They des­pise men, hob­bits, and dwarves, but hold a spe­cial hatred for elves.

When in combat, Las­sa­rau­kar are constantly in motion, o­nly stop­ping to fire two of their enve­no­med disks at an opponent. They make a strange cir­cu­lar motion with their arms, swin­ging them in a back­ward fashion at great speed until they are poin­ted at the target. This motion pro­pels two 2 » shar­pe­ned bone disks from the creature’s chest cavity, down a bone track along its inner arm, and towards a chosen target. The disks have a range incre­ment of 50 feet, and the crea­ture has a store of 50 such disks.

Per­ma­nent spider climb (Su): Las­sa­rua­kar gain the bene­fits of a per­ma­nent spider climb spell.

Poison (Ex): Each of the disks a las­sa­rau­kar fires is coated in a slimy poison that causes the loss of 1d3/​1d3 Dex unless a DC 15 Fort save is made.

Leap (Ex): Due to the ama­zing speed a las­sa­rau­kar can move, it can leap up to 50 feet hori­zon­tally, or 25 feet ver­ti­cally given that it has at least 50 feet to acce­le­rate.

Lassaraukar, Greater

Medium-sized Out­si­der

Hit Dice : 9d8+45 (86 hp)

Ini­tia­tive : +10 (+10 Dex)

Speed : 250 ft

Armor Class : 26 (+10 Dex, +0 size, +6 natu­ral)

Attacks : 2 disks +19 mis­sile

Damage : disk 1d8+6 + poison

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Dark­vi­sion 120 ft, per­ma­nent spider climb, poison, eye blast, leap 100 ft, SR 18

Saves : Fort +11, Ref +16, Wil +9

Abi­li­ties : Str 22, Dex 30, Con 20, Int 10, Wis 16, Cha 14

Skills : Climb +, Hide +, Jump +, Listen +, Move Silently +, Spot +

Feats : Dodge, Mobi­lity, Point Blank Shot, Pre­cise Shot, Shot o­n the Run

Climate/​Terrain : Any forest

Orga­ni­za­tion : Band of five lesser and o­ne grea­ter Las­sa­rau­kar

Chal­lenge Rating : 11

Trea­sure : Double Stan­dard

Ali­gn­ment : Always chao­tic evil

Advan­ce­ment : Large (10–14 HD)

See Lasss­rau­kar, Lesser for des­crip­tion.

In addi­tion, Grea­ter Las­sa­rau­kar have the fol­lo­wing powers :

Poison (Ex): Same as the lesser las­sa­rau­kar, except the DC is 18.

Eye Blast (Su): Three times per day, grea­ter las­sa­rau­kar have the abi­lity to emit stored sun­light in the form of a bright flash of light. Anyone within 30 feet facing the las­sa­rua­kar (exclu­ding other las­sa­rau­kar) must make a DC 18 Reflex save or be blin­ded for 2d6 rounds.

Mearas

Large Magi­cal Beast

Hit Dice : 4d10+16 (38 hp)

Ini­tia­tive : +2 (+2 Dex)

Speed : 90 ft

Armor Class : 15 (+2 Dex , –1 size, +4 natu­ral)

Attacks : 2 hooves +8 melee

Damage : hoof 1d6+4

Face/​Reach : 5 ft by 10 ft/​5 ft

Spe­cial Qua­li­ties : Scent

Saves : Fort +8, Ref +6, Wil +3

Abi­li­ties : Str 18, Dex 15, Con 18, Int 6, Wis 14, Cha 12

Skills : Listen +8, Spot +8

Feats : None

Climate/​Terrain : Plains of Rho­va­nion

Orga­ni­za­tion : Soli­tary or Herd (6–20)

Chal­lenge Rating : 2

Trea­sure : None

Ali­gn­ment : Always neu­tral

Advan­ce­ment : None

The meras are noble horses that have long lived in the wilds of Midde Earth, occa­sio­nally ser­ving as steeds for great lords. Belie­ved to be des­cen­ded from Nahar, the steed of Orome, the mearas are much more intel­li­gent than normal steeds, can unders­tand human speech, and require no saddle or bridle to ride. All of the modern mearas in Rohan are des­cen­ded from Fela­rof, the great steed of Eorl. When urged to ride hard, a mearas can cover nearly 25 miles in a hour for up to 12 hours, and o­nly needs to rest for 6 hours after such a run to regain its full strength.

Mewlips

Medium Undead

Hit Dice : 5d12 (33 hp)

Ini­tia­tive : +2 (+2 Dex)

Speed : 30 ft, swim 30 ft

Armor Class : 17 (+2 Dex , +0 size, +5 natu­ral)

Attacks : 2 claws +5 melee, bite +0 melee ; or weapon +5 melee

Damage : claws 1d6+3, bite 1d6+1, or weapon +3

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Undead, +2 turn resis­tance, blood drain, fright­ful pre­sence (DC 15), create spawn

Saves : Fort +1, Ref +3, Wil +7

Abi­li­ties : Str 16, Dex 14, Con -, Int 13, Wis 14, Cha 16

Skills : Climb +8, Escape Artist +5, Hide +9, Jump +4, Listen +8, Move Silently +10, Swim +11

Feats : Mul­tiat­tack, Weapon Finesse (bite)

Climate/​Terrain : Any land and under­ground

Orga­ni­za­tion : Soli­tary, gang (2–5), or pack (6–10)

Chal­lenge Rating : 3

Trea­sure : Stan­dard

Ali­gn­ment : Always chao­tic evil

Advan­ce­ment : Medium (6–8 HD)

Mew­lips are crea­tures of night­mare, can­ni­ba­lis­tic spi­rits that haunt mor­tals, fee­ding o­n their flesh and blood. Com­monly found near gra­veyards, bat­tle­fields, swamps and other unplea­sant areas, they lurk in the sha­dows, wai­ting for vic­tims. Mew­lips appear human at first glance, but upon closer ins­pec­tion, they can be seen to have hor­ri­bly hun­ched backs, slan­ted eyes, sharp claws and teeth, glis­te­ning brow­nish-gray skin.

Blood Drain (Ex): If a mewlip scores a bite hit, it will latch o­n to its victim, and drain 1d3 Con points per round, until the victim is dead, or the crea­ture is driven away. Every Con point drai­ned by a mewlip res­tores 1d6 hp to the crea­ture. Lost Con points return at the rate of o­ne per day of com­plete bedrest.

Fright­ful Pre­sence (Su): The appea­rance of a mewlip causes any crea­ture of 5 HD or less that sees it to make a DC 15 save or become shaken for 5d6 rounds. Crea­tures that make their saves are immune to the fear effect of that mewlip for o­ne day. If mul­tiple mew­lips are encoun­te­red, o­nly roll o­nce per cha­rac­ter, against the highest HD mewlip.

Create Spawn (Su): If a mewlip drains all of the Con from its victim, he will rise again as a mewlip in 4d6 hours.

Mumakil

Huge Beast

Hit Dice : 14d10+98 (175 hp)

Ini­tia­tive : –1 (-1 Dex)

Speed : 40 ft

Armor Class : 15 (-1 Dex , –2 size, +8 natu­ral)

Attacks : Slam +26 melee, 2 stamps +21 melee ; or gore +26 melee

Damage : Slam 2d6+12, stamp 2d6+6, gore 2d10+18

Face/​Reach : 10 ft by 20 ft/​10 ft

Spe­cial Qua­li­ties : Scent, Trample 2d10+18

Saves : Fort +16, Ref +8, Wil +6

Abi­li­ties : Str 35, Dex 8, Con 25, Int 3, Wis 14, Cha 7

Skills : Listen +7, Spot +7

Feats : None

Climate/​Terrain : Harad

Orga­ni­za­tion : Soli­tary, pair, or herd (6–10)

Chal­lenge Rating : 9

Trea­sure : None

Ali­gn­ment : Always neu­tral

Advan­ce­ment : Huge (15–20 HD)

Muma­kil (some­times called Oli­phaunts) are huge, ele­phant-like beasts trai­ned by the Hara­drim as war beasts. Trai­ned from an early age, muma­kil relish battle, but can be very dif­fi­cult to control o­nce the battle is joined (any maneu­vers the rider wishes to make require an Animal Han­ding check at DC 15). Muma­kil often stand 15 feet at the shoul­der, with some spe­ci­mens repor­ted to be as large as 20 feet. They have great cur­ving tusks they use in battle, as well as to uproot vege­ta­tion in search of tender roots and grasses.

Trample (Ex): A mumak may attempt to trample foes of Large-size or smal­ler for auto­ma­tic gore damage. Oppo­nents who do not make attacks of oppor­tu­nity may attempt a DC 20 Reflex save for half damage.

Olog-hai

Large Giant

Hit Dice : 5d8+30 (66 hp)

Ini­tia­tive : +0 (+0 Dex)

Speed : 40 ft

Armor Class : 20 (-1 size, +7 natu­ral, +4 armor)

Attacks : By weapon +12 melee, 2 slams +12 melee

Damage : By weapon +7, slams 1d4+7

Face/​Reach : 5 ft by 5 ft/​10 ft

Spe­cial Qua­li­ties : Dark­vi­sion 60 ft, –2 in day­light

Saves : Fort +10, Ref +1, Wil +3

Abi­li­ties : Str 24, Dex 11, Con 22, Int 9, Wis 11, Cha 9

Skills : Climb +15, Inti­mi­date +7, Jump +13, Listen +7, Spot +7, Search +3

Feats : Cleave, Iron Will, Power Attack

Climate/​Terrain : Any land or under­ground

Orga­ni­za­tion : Gang (2–5), or troop (6–10)

Chal­lenge Rating : 4

Trea­sure : Stan­dard

Ali­gn­ment : Usually Chao­tic Evil

Advan­ce­ment : By cha­rac­ter class

The olog-hai (often known as black trolls) have tough, black scaly hides, and an insa­tiable lust for battle. They stand roughly 8 feet tall, and are hea­vily mus­cled crea­tures, with slo­ping brows, short claws, and short, sharp teeth. Bred by Sauron from lesser troll stock, the olog-hai are much more intel­li­gent and cun­ning than their other trol­lish bre­thren. Olog-hai are often found as elite war­riors and com­man­ders of the Dark o­ne’s forces, and are among the best equip­ped of Sauron’s minions. Unlike other trolls, they are not turned to stone by sun­light, although they still find sun­light uncom­for­table (-2 to attack rolls, AC, and skill checks).

An olog-hai’s favo­red class is bar­ba­rian, although a fair number of olog-hai figh­ters exist as well. An olog-hai character’s stat adjust­ments are Str +14, Dex +0, Con +12, Int –2, Wis +0, Cha –2. ECL +4.

Orc

Medium-sized Huma­noid

Hit Dice : 1d8+1 (6 hp)

Ini­tia­tive : +1 (+1 Dex)

Speed : 30 ft

Armor Class : 14 (+1 Dex , +3 armor)

Attacks : By weapon +3 melee ; by weapon +2 ranged

Damage : By weapon +2

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Dark­vi­sion 60 ft, –2 in sun­light

Saves : Fort +1, Ref +1, Wil +2

Abi­li­ties : Str 14, Dex 12, Con 12, Int 9, Wis 10, Cha 8

Skills : Climb +5, Hide +3, Listen + 6, Move Silently +3, Spot +7

Feats : Alert­ness, Endu­rance

Climate/​Terrain : Any land or under­ground

Orga­ni­za­tion : Gang (2–5), squad (11–20 plus 2 3rd^ level ser­geants and o­ne leader of 3rd^-6th^ level), or band (30–100 plus 15% non­com­ba­tants plus 1 3rd^ level ser­geant per 10 adults, 5 5th^ level lieu­te­nants, 3 7th^ level cap­tains, and o­ne leader of 9th^+ level)

Chal­lenge Rating : 1/2

Trea­sure : Stan­dard

Ali­gn­ment : Usually Chao­tic Evil

Advan­ce­ment : By cha­rac­ter class

Orcs are foul paro­dies of elves crea­ted my Mor­goth during the First Age. Although not inhe­rently evil, the dark­ness that warped them is still present, and orcish society advo­cates cruelty, greed, and sel­fi­sh­ness. Orcs can range greatly in size and colo­ra­tion, from 4–6 feet tall, and having skin tones ran­ging from sickly green, to ruddy brown, and some­times gray. They are dirty an unkempt, and often bicker amongst each other. Orcs serve as the rank and file minions of Sauron, and can be found in any land. Orcs fear the sun and are most active at night, although if pres­sed they will occa­sio­nally ven­ture forth during day­light. Orcs are superb miners and crafts­men, and although their works are not as fair to behold as items of dwar­ven make, they are every bit as func­tio­nal. Orcs also have tre­men­dous endu­rance, and can travel for days with little or no rest. Orcs hate and fear elves, and will attack them o­n sight. They also have suf­fe­red much at th ! e hands of the dwarves, and are cau­tious of them.

An orc’s pre­fer­red class is bar­ba­rian, although a few orcs dis­play the abi­lity and dis­ci­pline to become figh­ters, rogues, or ran­gers. Some few even become dark priests of Sauron. The above states reflect an orcish war­rior, and as such favor the phy­si­cal stats. An orc’s stat modi­fiers are as fol­lows : Str +2, Dex +0, Con +2, Int –2, Wis +0, Cha –2. ECL +0

Skeleton

Medium-sized Undead

Hit Dice : 2d12 (13 hp)

Ini­tia­tive : +8 (+4 Dex, +4 Imp Init)

Speed : 30 ft

Armor Class : 16 (+4 Dex, +2 natu­ral)

Attacks : By weapon +3 ; or 2 claws +3

Damage : By weapon +2 ; or claw 1d6+2

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Undead, fright­ful pre­sence (DC 11), ½ damage from sla­shing or pier­cing wea­pons

Saves : Fort +0, Ref +4, Wil +4

Abi­li­ties : Str 14, Dex 18, Con -, Int 4, Wis 12, Cha 10

Skills : Climb +6, Listen +5, Spot +5

Feats : Impro­ved Ini­tia­tive

Climate/​Terrain : Any land or under­ground

Orga­ni­za­tion : Soli­tary, gang (2–5), or troop (11–20)

Chal­lenge Rating : 1

Trea­sure : None

Ali­gn­ment : Always neu­tral evil

Advan­ce­ment : Medium-sized (3–5 HD)

Ske­le­tons are the ani­ma­ted remains of mor­tals, crea­ted by some dark power. Usually under the control of a necro­man­cer or other master, ske­le­tons can occa­sio­nally be found roa­ming free, slaying any living thing they come across. Although they do not pos­sess the intel­li­gence they had in life, enough cun­ning remains for them to set ambushes, and for them to des­pise any living crea­ture.

Fright­ful Pre­sence (Su): The appea­rance of a ske­le­ton causes any crea­ture of 2 HD or less that sees it to make a DC 11 save or become shaken for 5d6 rounds. Crea­tures that make their saves are immune to the fear effect of that ske­le­ton for o­ne day. If mul­tiple ske­le­tons are encoun­te­red, o­nly roll o­nce per cha­rac­ter, against the highest HD ske­le­ton.

Half damage from sla­shing or pier­cing wea­pons (Ex): Due to the bony nature of ske­le­tons, any sla­shing or pier­cing wea­pons that strike them inflict o­nly half normal damage.

Spider, Lesser

Large Abbe­ra­tion

Hit Dice : 5d8+5 (28 hp)

Ini­tia­tive : +3 (+3 Dex)

Speed : 30 ft, climb 20 ft (40 ft in webs)

Armor Class : 17 (+3 Dex, +4 natu­ral)

Attacks : Bite +5 melee

Damage : Bite 1d8+3 and poison

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Poison, web, sneak attack +2d6

Saves : Fort +2, Ref +4, Wil +4

Abi­li­ties : Str 15, Dex 17, Con 12, Int 9, Wis 10, Cha 11

Skills : Climb +13, Hide +6 (+13 in webs), Jump +6, Move Silently +7 (+14 in webs), Spot +4

Feats : Dodge, Mobi­lity

Climate/​Terrain : Dense forests

Orga­ni­za­tion : Soli­tary, gang (2–5), or swarm (6–11)

Chal­lenge Rating : 4

Trea­sure : Stan­dard

Ali­gn­ment : Usually neu­tral evil

Advan­ce­ment : Large (6–9 HD)

The lesser spi­ders of Middle Earth are the dis­tant grand­chil­dren of the great demon-spider Ungo­liant, whose bloo­dline has been dilu­ted over the mil­len­nia until they are little more than blood­thirsty beasts. Still, they have a rudi­men­tary intel­li­gence and cun­ning, and often know seve­ral lan­guages. Lesser spi­ders are roughly seven feet from in dia­me­ter (from o­ne foot to the oppo­site o­ne), and weigh in excess of 150 pounds. They have all manner or colo­ra­tion, from black, to gray, to a mot­tled appea­rance. They dwell in out of the way forests, trap­ping the occa­sio­nal care­less hunter or tra­ve­ler in their webs. Often, the lesser spi­ders will serve a grea­ter spider in an area as ser­vants or consorts.

Poison (Ex): Lesser spi­ders inject a potent venom with each bite, for­cing the victim to make a DC 16 Fort save or suffer the loss of 1d6 Str. When Str reaches 0, the victim is para­ly­zed. Lost Str points return natu­rally, at the rate of o­ne point per hour.

Web (Ex): Spi­ders can spin webs that are as strong as heavy rope, and can hold their own weight and up to 250 pounds of extra weight. They can also use their webs to entangle crea­tures of up to o­ne size cate­gory larger. In order to do this, the spider much make a ranged touch attack roll with a +5 bonus to hit, and a range incre­ment of 15 feet. If the attack hits, the target is snared and cannot move until it escapes from the webs, either by making a DC 26 Escape Artist check, or a DC 32 Strength check. The web can be cut by dea­ling 12 hp or more of damage, or can be burned off, cau­sing 1d8 points of damage to the trap­ped crea­ture.

Sneak Attack (Ex): Lesser spi­ders may use the Sneak Attack abi­lity as a 3rd^ level rogue, cau­sing 2d6 extra damage.

Spider, Great

Huge Abbe­ra­tion

Hit Points : 7d8+21 (53 hp)

Ini­tia­tive : +5 (+5 Dex)

Speed : 30 ft, climb 20 ft (40 ft in webs)

Armor Class : 22 (+5 Dex , –1 size, +8 natu­ral)

Attacks : Bite +9 melee

Damage : Bite 2d6+6 and poison

Face/​Reach : 10 ft by 10 ft/​5 ft

Spe­cial Qua­li­ties : Poison, web, sneak attack +3d6, spell use

Saves : Fort +5, Ref +7, Wil +7

Abi­li­ties : Str 19, Dex 20, Con 16, Int 14, Wis 14, Cha 15

Skills : Bluff +7, Climb +16, Concen­tra­tion +7, Hide +9 (+17 in webs), Jump +8, Move Silently +9 (+17 in webs), Spot +7

Feats : Combat Cas­ting, Dodge, Mobi­lity

Climate/​Terrain : Dense forests

Orga­ni­za­tion : Soli­tary, pair, or band (5–8)

Chal­lenge Rating : 9

Trea­sure : Double stan­dard

Ali­gn­ment : Always chao­tic evil

Advan­ce­ment : By cha­rac­ter class

The grea­ter spi­ders of Middle Earth are truly mons­trous crea­tures born of night­mares. Spawn of the demon-spider Ungo­liant and twis­ted by Mor­goth, they pos­sess a high degree of sen­tience, and are skilled in decep­tion, stealth, and magic. Grea­ter spi­ders are capable of speech, and often know seve­ral lan­guages. The migh­tiest of the great spi­ders left in Middle Earth is Shelob the Great, although many of her kin­dred still exist in the dark places of the world. Great spi­ders appear as huge arach­nids, cove­red with bristly fur, hideous multi-face­ted eyes, and fangs that drip noxious venom. Many are almost fif­teen feet across, wei­ghing almost as much as two horses.

Poison (Ex): Lesser spi­ders inject a potent venom with each bite, for­cing the victim to make a DC 22 Fort save or suffer the loss of 1d8 Str. When Str reaches 0, the victim is para­ly­zed. Lost Str points return natu­rally, at the rate of o­ne point per hour.

Web (Ex): Spi­ders can spin webs that are as strong as heavy rope, and can hold their own weight and up to 500 pounds of extra weight. They can also use their webs to entangle crea­tures of up to o­ne size cate­gory larger. In order to do this, the spider much make a ranged touch attack roll with a +9 bonus to hit, and a range incre­ment of 15 feet. If the attack hits, the target is snared and cannot move until it escapes from the webs, either by making a DC 28 Escape Artist check, or a DC 34 Strength check. The web can be cut by dea­ling 14 hp or more of damage, or can be burned off, cau­sing 1d8 points of damage to the trap­ped crea­ture.

Sneak Attack (Ex): Lesser spi­ders may use the Sneak Attack abi­lity as a 5th^ level rogue, cau­sing 3d6 extra damage.

Spell use (Su): Grea­ter spi­ders all have limi­ted spell use abi­li­ties equal to a 6th^ level sor­ce­rer (save DC 10 + spell level + Cha modi­fier).

A grea­ter spider’s pre­fer­red class is sor­ce­rer. Their abi­lity score modi­fiers are as fol­lows : Str +6, Dex +8, Con +4, Int +2, Wis +2, Cha +4. ECL +8.

Ta-Fa-Lisch

Medium-sized Undead

Hit Dice : 6d12 (39 hp)

Ini­tia­tive : +3 (+3 Dex)

Speed : 40 ft, fly 60 ft (good)

Armor Class : 15 (+3 Dex, +0 size, +2 deflec­tion)

Attacks : Incor­po­real knife +6

Damage : Incor­po­real knife 1d6 plus para­ly­sis

Face/​Reach : 5 ft by 5 ft/​5 ft

Spe­cial Qua­li­ties : Undead, incor­po­real, para­ly­sis, turn resis­tance +2, fright­ful pre­sence (DC 16), sneak attack +2d6, per­ma­nent Blur spell, dark­vi­sion 120 ft

Saves : Fort +2, Ref +5, Wil +8

Abi­li­ties : Str -, Dex 17, Con -, Int 14, Wis 16, Cha 16

Skills : Hide +11, Inti­mi­date +9, Intuit Direc­tion +11, Listen +10, Search +8, Spot +11

Feats : Combat Reflexes, Impro­ved Cri­ti­cal (knife), Weapon Finesse (knife)

Climate/​Terrain : Petty dwarf holds in Rhu­daur and under­ground

Orga­ni­za­tion : Soli­tary, gang (2–5), or swarm (6–10)

Chal­lenge Rating : 6

Trea­sure : Double stan­dard

Ali­gn­ment : Usually neu­tral evil

Advan­ce­ment : Medium-sized (7–12 HD)

Although dwarves rarely become undead, the ta-fa-lisch are the res­t­less spi­rits of the petty dwarves of Rhu­daur. These spi­rits are magi­cally linked to a cursed mine­ral called Cros­par. When these mine­rals were des­troyed, the spi­rits of the ta-fa-lisch were loosed upon the world. Now, these male­volent spi­rits haunt the ancient halls of the petty dwarves, see­king even in unlife to guard their sacred pos­ses­sions.

The ta-fa-lisch appear as sha­dowy dwarves with a gri­mace of hatred o­n their faces, and whose eyes glow with a fear­some red light. The ta-fa-lisch are com­ple­tely silent when moving, and often their vic­tims do not know of their pre­sence until it is too late. The ta-fa-lisch can o­nly be struck by wea­pons while they them­selves are atta­cking- other­wise they are incor­po­real and immune to harm from normal wea­pons (any who wish to strike a ta-fa-lisch with normal wea­pons must delay their ini­tia­tive until that of the ta-fa-lisch).

Incor­po­real: Can o­nly be harmed by other incor­po­real crea­tures, +1 or better magic wea­pons, or magic, with a 50% chance to ignore damage from any cor­po­real source. Can pass through solid objects at will, and its own attack pass through armor. Always moves silently.

Para­ly­sis (Su): Any living crea­ture struck by a ta-fa-lisch must make a DC 16 Fort save or be para­ly­zed for 2d6 rounds.

Fright­ful Pre­sence (Su): The appea­rance of a ta-fa-lisch causes any crea­ture of 6 HD or less that sees it to make a DC 16 save or become shaken for 5d6 rounds. Crea­tures that make their saves are immune to the fear effect of that ta-fa-lisch for o­ne day. If mul­tiple ta-fa-lisch are encoun­te­red, o­nly roll o­nce per cha­rac­ter, against the highest HD ta-fa-lisch.

Sneak Attack: Ta-fa-lisch may use the Sneak Attack abi­lity as a 3rd^ level rogue, cau­sing 2d6 extra damage.

Per­ma­nent blur spell (Su): The ta-fa-lisch constantly seem to shift posi­tions, giving them the bene­fits of a constant blur spell, confer­ring ½ concealment (20% miss chance).

Troll, Cave

Large Giant

Hit Dice : 10d8+70 (115 hp)

Ini­tia­tive : –1 (-1 Dex)

Speed : 40 ft

Armor Class : 19 (-1 Dex , –1 size, +11 natu­ral)

Attacks : By weapon +19/+14 melee ; or 2 slams +19

Damage : By weapon +10 ; slam 1d4+10

Face/​Reach : 5 ft by 5 ft/​10 ft

Spe­cial Qua­li­ties : Dark­vi­sion 120 ft, sun­light vul­ne­ra­bi­lity, light sen­si­ti­vity, scent

Saves : Fort +14, Ref +2, Wil +4

Abi­li­ties : Str 30, Dex 8, Con 25, Int 6, Wis 9, Cha 7

Skills : Climb +13, Listen +7, Spot +4

Feats : Cleave, Iron Will, Power Attack

Climate/​Terrain : Any under­ground

Orga­ni­za­tion : Soli­tary or gang (2–5)

Chal­lenge Rating : 7

Trea­sure : Stan­dard

Ali­gn­ment : Usually chao­tic evil

Advan­ce­ment : Large (11–16 HD), Huge (17–23 HD)

Trolls were bred my Mor­goth in mockery of the ents, though they are more crea­tures of stone and earth than the ents. Huge, fear­so­mely strong, and bel­li­ge­rently stupid, trolls are a curse upon any that come across them. Trolls hate all other crea­tures, although they will tole­rate orcs as long as food is plen­ti­ful. Some­times small bands of trolls with form, usually for mutual pro­tec­tion from their ene­mies, although such alliances are doomed to fai­lure as trolls are natu­rally greedy and sus­pi­cious of others.

Cave trolls are the lar­gest and most fear­some variety of troll. They stand 10–12 feet tall, with thick grayish hides that can easily turn aside most blows. The have long, sinewy arms, white eyes, and a mouth full of short jagged teeth. Cave trolls are almost com­ple­tely blind in any form of light, but have superb senses of smell and hea­ring (+8 o­n spot and listen skill checks). Cave trolls can see extre­mely well even in pitch dark­ness (treat as dark­vi­sion 120 feet). Cave trolls are also the dim­mest of troll­kind, luckily for all other races of Middle Earth.

Sun­light vul­ne­ra­bi­lity: A troll that is directly tou­ched by the sun’s rays must make a DC 25 Fort save or be slain, turned back to the stone they were crea­ted from.

Light sen­si­ti­vity: In any form of bright light or magi­cal light, cave trolls suffer a –6 penalty to all attacks, AC, and skill checks.

Although rare, a very few trolls might dis­play the dis­ci­pline and intel­li­gence to advance in a class of their choice. Such cha­rac­ters are almost always bar­ba­rians, although trolls who were care­fully taught figh­ting tac­tics might be able to become figh­ters. A cave troll’s stat modi­fiers are as fol­lows : Str +20, Dex –2, Con +14, Int –4, Wis –2, Cha –4. ECL +7

Troll, Forest

Large Giant

Hit Dice : 6d8+24 (51 hp)

Ini­tia­tive : +2 (+2 Dex)

Speed : 40 ft

Armor Class : 16 (+2 Dex , –1 size, +5 natu­ral)

Attacks : By weapon +12/+7 melee ; 2 slams +12 ; by weapon +8 mis­sile

Damage : By weapon +6, slam 1d4+6

Face/​Reach : 5 ft by 5 ft/​10 ft

Spe­cial Qua­li­ties : Dark­vi­sion 60 ft, sun­light vul­ne­ra­bi­lity, light sen­si­ti­vity, scent

Saves : Fort +9, Ref +4, Wil +3

Abi­li­ties : Str 22, Dex 14, Con 18, Int 8, Wis 9, Cha 7

Skills : Climb +6, Hide +6, Listen +4, Move Silently +6, Set Snares +7, Spot +5, Wil­der­ness Lore +5

Feats : Iron Will, Power Attack, Track

Climate/​Terrain : Any forest

Orga­ni­za­tion : Soli­tary, gang (2–5), or band (6–10)

Chal­lenge Rating : 3

Trea­sure : Stan­dard

Ali­gn­ment : Usually chao­tic evil

Advan­ce­ment : Large (7–10 HD)

Trolls were bred my Mor­goth in mockery of the ents, though they are more crea­tures of stone and earth than the ents. Huge, fear­so­mely strong, and bel­li­ge­rently stupid, trolls are a curse upon any that come across them. Trolls hate all other crea­tures, although they will tole­rate orcs as long as food is plen­ti­ful. Some­times small bands of trolls with form, usually for mutual pro­tec­tion from their ene­mies, although such alliances are doomed to fai­lure as trolls are natu­rally greedy and sus­pi­cious of others.

Forest trolls are the smal­lest of troll­kind, but they are still very dan­ge­rous. Stan­ding 7–9 feet tall and of sinewy build, forest trolls have dark brown hides, greasy black hair, and dull yellow eyes. Forest trolls are the least violent of the trolls, and often form small bands of their own kind, lead by the stron­gest war­rior. They are experts at stal­king prey (+3 racial bonus to Hide and Move Silently), and are superb hunts­men, often employing slings to bring down their quarry. They are extre­mely fond of dwarf flesh.

Sun­light vul­ne­ra­bi­lity: A troll that is directly tou­ched by the sun’s rays must make a DC 25 Fort save or be slain, turned back to the stone they were crea­ted from.

Light sen­si­ti­vity: In any form of bright light or magi­cal light, trolls suffer a –4 penalty to all attacks, AC, and skill checks.

Although rare, a very few trolls might dis­play the dis­ci­pline and intel­li­gence to advance in a class of their choice. Such cha­rac­ters are almost always bar­ba­rians, although trolls who were care­fully taught figh­ting tac­tics might be able to become figh­ters.


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