A Middle-Earth bestiary (LotR RPG)


By : Eye of Sauron

For : The Ste­ward & the King

Stone Troll Warrior

Brg 8 (+1) Sta­mina +6

Nim 5 (0) Swift­ness +0

Per 5 (0) Will­po­wer +1

Str 14 (+4) Wisdom +0

Vit 14 (+4)

Wit 5 (0)

Skills: Armed Combat +7, Inti­mi­date : Fear (+5), Lan­guage : Westron(+2), Lan­guage : Black Speech (+1), Sur­vi­val (+3), Hide (+1),Craft : Cooking (+3), Unar­med Combat +1

Edges: Hardy, Night-eyed (2)

Flaws: None

Health: 12–18 (depen­ding on power of cha­rac­ters)

Cou­rage: 0

Advan­ce­ments: 0

Armed Combat: +7 (+5 against Med. cha­rac­ters, +3 against Small) Grea­tAxe : 3d6

Armor: 4

Defense: 10

Order Abi­li­ties: Battle har­de­ned

Spe­cial Abi­li­ties :

Hide In Stone – A stone troll’s grey hide blends in very well in rocky and­moun­tai­nous sur­faces. Stone trolls get a +5 bonus for hiding inany such sur­face.

Bind Door – Stone trolls can also place spe­cial bar­riers on the doorsto their troll-holes to prevent others from ente­ring either whi­le­they sleep within or while they are out on the hunt. The TN for­for­cing the door is increa­sed by 5, and Ope­ning-spells have a +3to the Will­po­wer roll requi­red for the spell.

Tough Skin – Trolls pos­sess very tough skin which pro­vides an armor rating of 3, in addi­tion to any armor they wear.

Hurt by Sun­light – Expo­sure to sun­light per­ma­nently petri­fies a troll.

Des­crip­tion: Stone trolls are one of the more intel­li­gent and man­nish strain­sof trolls. Stone trolls, unlike other breeds, com­monly wear­clothes and speak Wes­tron, although they aren’t espe­cially good atei­ther. Stone troll war­riors fight without fear, com­monly usin­glarge wea­pons that would take a normal man two hands to wield inone of their gigan­tic paws.

Char­ging towar­dyou is twelve feet of brist­ling brown fur and chin­ked grey skin.The giant holds an equally large axe in his huge, yellow-nai­led­left hand. Hide-armour is wrap­ped around the bul­ging, rocky­shoul­ders. A roar breaks through the other­wise quiet evening,emerging from his lips, ringed with many jut­ting tusk-like­teeth.”

Stone Troll Rogue

Brg 7 (0) Sta­mina +5

Nim 5 (0) Swift­ness +0

Per 7 (0) Will­po­wer +2

Str 12 (+3) Wisdom +0

Vit 11 (+2)

Wit 5 (0)

Skills:Armed Combat (+6), Lan­guage : Wes­tron (+2), Lan­guage : BlackS­peech (+1), Hide (+3), Stealth (+1), Track : Smell (+2), Observe(+2)

Edges: Night-sight (2)

Flaws: None

Health: 12–18 (depen­ding on power of cha­rac­ters) Cou­rage : 0 Advan­ce­ments : 0

Armed Combat: +6 (+4 against Med. cha­rac­ters, +2 against Small), Long sword : 2d6+5

Armor: 3

Defense: 10

Order Abi­li­ties: Sanc­tuary (troll hole)

Spe­cial Abi­li­ties:

Hide In Stone – A stone troll’s grey hide blends in very well in rocky and­moun­tai­nous sur­faces. Stone trolls get a +5 bonus for hiding inany such sur­face.

Bind Door – Stone trolls can also place spe­cial bar­riers on the doorsto their troll-holes to prevent others from ente­ring either whi­le­they sleep within or while they are out on the hunt. The TN for­for­cing the door is increa­sed by 5, and Ope­ning-spells have a +3to the Wea­ri­ness TN.

Tough Skin – Trolls pos­sess very tough skin which pro­vides an armor rating of 3, in addi­tion to any armor they wear.

Hurt by Sun­light – Expo­sure to sun­light per­ma­nently petri­fies a troll.

Des­crip­tion:Stone trolls are one of the more intel­li­gent and man­nish strain­sof trolls. Stone trolls, unlike other breeds, com­monly wear­clothes and speak Wes­tron, although they aren’t espe­cially good atei­ther. Stone troll rogues usually hide in wood-land ormoun­tai­nous regions and hijack tra­ve­lers for the goods on their­backs and the meat on their bones.

Sprin­ging from the sha­dows an extre­mely large, but somew­hat wiry figure drops to a crouch. One eye is mauled beyond repair, and sharp teeth jut from the greasy, dark lips. The other red-eye glares at you from the sha­dows of the stai­ned, torn cloak. The nine-foot tall figure edges closer to you, a long sword (appea­rin­gas a mere knife to the troll) clen­ched in one hand.”

Hill Troll Barbarian

Brg 8 (+1) Sta­mina +6

Nim 5 (0) Swift­ness +0

Per 6 (0) Will­po­wer +0

Str 12 (+3) Wisdom +0

Vit 14 (+4)

Wit 3 (-1)

Skills: Armed Combat (+6), Lan­guage : Black Speech (+2), Track : Smell (+3), Sur­vi­val (+5)

Edges: Night-sight (2)

Flaws: None

Health: 12–18 (depen­ding on power of cha­rac­ters) Cou­rage : 0 Advan­ce­ments : 0

Armed Combat: +6 (+4 against Med. cha­rac­ters, +2 against Small) Club : 2d6+4

Armor: 3

Defense: 10

Order Abi­li­ties: Hard March

Spe­cial Abi­li­ties:

Stink – Put frankly, hill trolls smell hor­ri­bly, so much so that when­they release their odor (1 action point), anyone atta­cking­them suf­fers a – 1 to their to-hit roll. Also, it makes it almo­stim­pos­sible for a hill troll to sneak up on a party.

Hunt – Hill trolls have wild hun­ting rituals where they fly into afrenzy and rely on their natu­ral senses to guide them toward their­prey. Huge hill troll hun­ting par­ties are some­thing to be great­ly­fea­red, for they track with morbid, tire­less pre­ci­sion. When hil­l­trolls use this hun­ting ritual, they get a +8 to their Tra­ckin­groll for one night, but cannot focus their minds on any other tas­kand are com­ple­tely absor­bed in the hunt for their target.

Tough Skin – Trolls pos­sess very tough skin which pro­vides an armor rating of 3, in addi­tion to any armor they wear.

Hurt by Sun­light – Expo­sure to sun­light per­ma­nently petri­fies a troll.

Des­crip­tion:Hill trolls are a very bar­ba­ric breed that dwells in wild pla­ces­do­mi­na­ted by the Shadow. Although they by and large shun clo­thin­gand wea­pons, they at times don bone or hide armor and com­mon­ly­wield large clubs. Some of the larger hill trolls wield tree­trunks as wea­pons, as well. Typi­cally, hill trolls like all kind­sof flesh, and aren’t above eating their own kind or the dead. Oneof their favo­rite haunts are fresh bar­rows where they hide fromthe sun and dine on the dead, as well as steal any pretty trin­kets­they find buried there.

The crea­ture rises pon­de­rously to its feet, stret­ching to its full 12 foot height. It shakes its moss-green head, beco­ming angrier until it finally lets free a fero­cious howl. Stoo­ping its broad, mus­cu­lar body, it lifts a nearby limb as a weapon and starts to run for­ward, its fleshy, root-like feet tea­ring the ground beneath them.”

Mountain Troll Warrior

Brg 10 (+2) Sta­mina +6

Nim 5 (0) Swift­ness +0

Per 4 (0) Will­po­wer +0

Str 15 (+5) Wisdom +0

Vit 13 (+4)

Wit 3 (-1)

Skills:Unar­med Combat +7, Lan­guage : Black Speech +1, Survival:Mountains +4, Climb +4, Inti­mi­date : Fear +5, Ranged Combat : Thrown+5 Edges : Night-sight (2), Hearty

Flaws: None

Health: 12–18 (depen­ding on power of cha­rac­ters)

Cou­rage: 0

Advan­ce­ments: 0

Unar­med Combat: +7 (+5 against Med. cha­rac­ters, +3 against Small)

Ranged Combat: +5 (+3 against Med. cha­rac­ters, +1 against Small)

Smash: 3d6 Trample: 3d6+5 Thrown Rock: 3d6+1

Armor: 4

Defense: 10

Order Abi­li­ties: Battle-har­de­ned

Spe­cial Abi­li­ties:

Hurl Boul­ders – Moun­tain trolls are very good at rip­ping chunks of earth out ofthe ground and hur­ling them at their oppo­nents. If moun­tain troll­sare on the bare ground, they can spend 2 allo­wance points to teara boul­der from the Earth.

Rend Earth – Moun­tain trolls can also hammer the ground cau­sing rocks­lides or cave-ins. Make strength test against a TN of 15 to seeif the troll can cause a tremor. The envi­ron­ment and degree ofsuc­cess deter­mines the degree of resul­ting rock slide, and is leftup to the GM.

Tough Skin – Trolls pos­sess very tough skin which pro­vides an armor rating of 4, in addi­tion to any armor they wear.

Hurt by Sun­light – Expo­sure to sun­light per­ma­nently petri­fies a troll.

Des­crip­tion: Moun­tain trolls are a very soli­tary breed, killing any­thing that­comes into their ter­ri­tory, save per­haps poten­tial mates.Mountain trolls are more savage than other trolls, dwel­ling inre­mote regions. When others enter the troll’s domain, it willu­sually try to kill the intru­ders as qui­ckly as pos­si­bly, oftens­nea­king to their camp­site at night and pum­me­ling them withs­tones. The only weapon that moun­tain trolls regu­larly use are thes­ke­le­tons of other trolls, due to their very hard and­heavy nature. Moun­tain trolls often make good siege engines forthe enemy.

A thun­de­rous scream echoes­through the valley, cau­sing the very stones to tremble. Hurt­ling­from above like a thun­der­bolt, a towe­ring black figure sma­she­sinto the road a little ahead. The troll is hun­ched over,slightly, but the top of his back scrapes four­teen feet. Jut­ting­goat horns curl around his ske­le­tal face, which is split into amons­trous scream. The huge black clawed hands dig into the groun­dand rip out a large chunk of stone and raises it above his head,ready to hurl.”

Cave Troll Warrior

Brg 8 (+1) Sta­mina +4

Nim 7 (0) Swift­ness +0

Per 5 (0) Will­po­wer +0

Str 13 (+3) Wisdom +0

Vit 14 (+4)

Wit 5 (0)

Skills: Armed Combat : +6, Unar­med Combat : +6, Search +4, Lan­guage : Black Speech +2, Climb +2, Hide +2, Observe +3

Edges: Night-sight (2), Hearty

Flaws: None

Health: 12–18 (depen­ding on power of cha­rac­ters)

Cou­rage: 0

Advan­ce­ments: 0

Armed Combat: +6 (+4 against Med. cha­rac­ters, +2 against Small)

Unar­med Combat: +6 (+4against Med. cha­rac­ters, +2 against Small)

Giant Club/​Hammer: 3d6

Smash: 2d6 Toss (cha­rac­ters): roll Str bonus + 2d6 x 2 feet and apply fal­ling damage

Armor: 3

Defense: 10

Order Abi­lity: Favo­red Weapon

Spe­cial Abi­li­ties:

Tunnel – Cave trolls are very skilled at dig­ging and boring through ear­thand dirt. Every ten minutes of dig­ging, cave trolls are able tohal­low out a five-foot deep hole large enough for them(and the­re­fore seve­ral orcs or humans) to walk through. Given anen­tire night of dig­ging, cave trolls can qui­ckly create a net­wor­kof tun­nels for the Enemy.

Hide Door – Cave trolls are also able to conceal doors in their net­wor­kof caves. Make a Hide check with a DN of 10, and the doo­rau­to­ma­ti­cally becomes hidden with a TN of 15.

Tough Skin – Trolls pos­sess very tough skin which pro­vides an armor rating of 3, in addi­tion to any armor they wear.

Hurt by Sun­light – Expo­sure to sun­light per­ma­nently petri­fies a troll.

Des­crip­tion:Cave trolls are a deep dwel­ling breed, making their home­sin aban­do­ned Dwar­ven mines or for­got­ten ruins. Like moun­tain­trolls, they are very base crea­tures, relying totally on sava­geins­tinct. Cave trolls, howe­ver, don’t mind wor­king in groups, andare often found in orc par­ties or under the thrall of sor­ce­rers tosup­ply brute force.

Bar­re­ling through theor­kish ranks, the rol­ling mass of green scales pulls itself up toits full fif­teen foot height. It’s hands as large as hobbit-doors,the crea­ture lunges at you, grab­bing hand fulls of earth in its­fists as it comes, bits of spit flying from its lips. Huge, toe­less­feet dig into the ground as the troll rears up and lets out amighty bellow that shake the roots of the cavern itself.”

Snow Troll Warrior

Brg 9 (+1) Sta­mina +4

Nim 7 (0) Swift­ness +0

Per 5 (0) Will­po­wer +0

Str 14 (+4) Wisdom +0

Vit 14 (+4)

Wit 5 (0)

Skills: Unar­med Combat : +7, Search +4, Lan­guage : Black Speech +1, Climb +4, Hide +6, Stealth +4, Sur­vi­val : Moun­tains +4

Edges: Night-sight (2), Hearty

Flaws: None

Health: 12–18 (depen­ding on power of cha­rac­ters)

Cou­rage: 0

Advan­ce­ments: 0

Unar­med Combat: +7 (+5 against Med. cha­rac­ters, +3 against Small)

Smash: 2d6

Armor: 2

Defense: 10

Order Abi­lity: Battle-har­de­ned

Spe­cial Abi­li­ties:

Snow Blend – Snow trolls are very suited for their envi­ron­ment. While movin­gin a snowy or icy sur­roun­ding, they get a +3 to their Stealth and­Hide rolls.

Howl – Echoing through the winter val­leys, the snow troll’s icy howl­plunges stout hearts into fear. If a snow troll howls, a cha­rac­ter­must make a Will power test against a TN of 10, or suffer a – 1 to all actions until he makes it to a safe’ loca­tion. This penal­ty­may be nega­ted by expen­di­ture of a Cou­rage point.

Tough Skin – Trolls pos­sess very tough skin which pro­vides an armor rating of 2, in addi­tion to any armor they wear.

Hurt by Sun­light – Expo­sure to sun­light per­ma­nently petri­fies a troll.

Des­crip­tion: Snow trolls roam arctic wastes and the fell, remote moun­tains ofMiddle Earth. Rarely seen, they have all but faded into history.However the Snow­men of Los­soth often hear their cries echoing­through the night and do battle with fero­cious snow trolls. Snow­trolls reside in gla­cial caverns and are nearly invi­sible when­they stalk abroad. Snow trolls prefer to hunt in groups, often­fa­mily units. They often set upon tra­ve­lers who havethe mis­for­tune for straying across their path.

Cree­ping silently in the storm, you catch a glimpse of the snow troll­from the corner of your eye. Wiry and cove­red in white, strin­gy­fur, the beast launches him­self from his icy heights to the pathin front of you. Rea­ring back, he lets free ano­ther eerie cry­be­fore he runs on all fours towards you, per­for­ming a lea­pin­gat­tack through the air like a thun­der­bolt through the blizzard.The snow trolls are upon you.”

Vampires

By Jay Ver­kui­len

Vam­pires are crea­tions of Mor­goth and Sauron (who was known as a Lordof Vam­pires in the First Age). Fell spi­rits bound into demonicman/​bat form. Most of the breed were pro­ba­bly des­troyed in theWar of Wrath at the end of the First Age but some may still lurk inva­rious dark cor­ners of Middle Earth, either ser­ving Sauron — their­mas­ter of old — or enga­ging in their own evil pur­suits. The stats­be­low represent the typi­cal” case, if such a thing can be said toexist. If there was ever any real consis­tency to the breed inthe Elder Days, they have lost such in the inter­ve­ning ages. The­ge­ne­ral man/​bat mix­ture is rela­ti­vely constant, but beyond that it ishard to say. Some vam­pires can pass for men in bad light (the­wea­ker ones, typi­cally), others have taken on dif­ferent ani­mal­fea­tures (fre­quently gai­ning an affi­nity to that beast in the­pro­cess), while others appear simply hor­ri­bly twis­ted and defor­med. Most vam­pires aren’t very bright, but vam­pire lords can be expec­tedto be much more cun­ning (with cor­res­pon­din­gly higher Wits andap­pro­priate Lore skills).

(Tux and tails and pseudo-Hun­ga­rian accents optio­nal.)

Attri­butes : Bea­ring 14(+4), Nim­ble­ness 12(+3), Perception12(+3), Strength 15(+4), Vita­lity 13(+3), Wits 5(0)

Reac­tions : Sta­mina +4, Swift­ness +3, Will­po­wer +4, Wisdom +4

Skills : Armed Combat : Natu­ral Wea­pons (Claws) +8, Insight(Corruption) +5, Inti­mi­date (Fear) +10, Jump (Take Off and Landing)+10, Observe (Smell) +5, Stealth (Lur­king) +6, Track (Smell) +5

Health : 17

Spe­cial Abi­li­ties :

Drink Blood : A vampire’s bite drains 1 point of Vita­lity inad­di­tion to doing 2D6+2 damage. The bite is nor­mally only useful ifthe vam­pire is in close combat, howe­ver.

Iron Claws : A vampire’s claws are made of iron and can rendthe most power­ful armor. Damage is 2D6+4, mun­dane armor pro­tects athalf its effec­ti­ve­ness.

Flight : Vam­pires can fly at double pace.

Radiate Fear : Conti­nuous Inti­mi­date effect at half strength(generally the roll is +8, modi­fied by cir­cum­stance). Just being inthe gene­ral pre­sence with no line of sight merits a roll at +4.

Hurt by Sun­light : Vam­pires are fati­gued by sun­light or other“holy” light, e.g., the Phial of Gala­driel. Full sun­light woul­dre­quire Wea­ri­ness checks at TN 20, with the light on a very cloudy dayTN 5. Dawn is espe­cially pain­ful to them : +5 TN. Each level of fai­lu­rein­curs ano­ther wea­ri­ness level.

Spells : Beast Sum­mo­ning (Crea­tures of dark­ness only, e.g.,rats, wargs, bats, etc.), Blade Shat­te­ring, Com­mand, Dumb­ness, Ensla­ve­Beast, Evoke Fear, Fog Rai­sing, For­get­ful­ness, Hol­ding Spell, Mas­te­ryof Shapes (Crea­tures of dark­ness), Mis­di­rec­tion, Power of the Land,Sense Power, Shadow of Fear, Sha­dows and Phan­toms, Vei­ling Shadow.Most vam­pires do not pos­sess all these spells, of course, but they canbe expec­ted to have some. Lords will, of course, be bet­ters­pell­cas­ters, and some will have their spells conver­ted to Abi­li­ties.

Demi-Vam­pires :

It is said that Mor­goth, Sauron, or other prac­ti­tio­ners of sor­ce­ry­bred vam­pires and men, elves, or orcs on occa­sion. Pre­ci­sely what­po­wers they may have is unk­nown, but it is rea­so­nable to expect that­they would be rather more power­ful than mem­bers of the race inques­tion but conver­sely weaker than full-bloo­ded vam­pires.

Wyrms

The fear­some win­gless drakes of Middle Earth. Glau­rung the­Gol­den, Father of the Urulóki, was the first of their kind. These are his lesser heirs …

Greater wyrm

Attri­butes : Bea­ring 19 (+6), Nim­ble­ness 12 (+3), Per­cep­tion 11(+2), Strength 17 (+5), Vita­lity 20 (+7), Wits 13 (+3)

Reac­tions : Sta­mina +7, Swift­ness +3, Will­po­wer +6, Wisdom +6

Health : 25

Defense : 13

Ini­tia­tive : +3

Skills : Inti­mi­date (Fear) +12, Observe (Spot, Smell) +8, Track(Scent) +8, Unar­med Combat (Claws, Bite, Tail) +12

Spe­cial Abi­li­ties :

Hyp­no­tic Gaze : Wyrms have a gaze that can hyp­no­tize their atta­ckers, or their prey.PCs must make a will­po­wer test of TN 15 if caught in the Wyrms gaze,or player is frozen” (no actions of any kind) for 1D6 round(s).

Claws : Wyrms have great claws on their front and hind legs. Each claw does2D6-2 damage. On a super­ior suc­cess or better, opponent must make aswift­ness test of TN 15, or armour’s damage absor­bed” is – 1until repai­red (does not affect shields or natu­ral armour).

Bite : A Wyrm will bite and snap at wha­te­ver may sur­round it. Their razor­sharp teeth do 2D6+4 damage.

Tail : A Wyrm’s tail is often used as ano­ther weapon, inflic­ting stun­da­mage and occa­sio­nally kno­cking their opponent down. The victim must­make a Sta­mina of TN 10 is called for to withs­tand the ini­tial attack​.To avoid being kno­cked the ground, opponent must make a Nimbleness,Strength, or Balance test (Narrator’s choice) of TN 10 to stay ontheir feet, or opponent is prone.

Scaly Hide : A Wyrm’s scales or hard as stone and pro­vide a natu­ral armour of 4,and pro­vides 1D6 pro­tec­tion from fire damage.

Terror : The site of a Wyrm is both awe-ins­pi­ring and ter­rible. It’sIntimidate (Fear) skill ope­rates at a conti­nuous half effect. (+3 from­Bea­ring, +6 from skill=9)

Poi­so­nous Fume : For a cost of 2 actions, a Grea­ter Wyrm can breathe a haze putrid­green poison. All oppo­nents in front of the wyrm within close com­ba­trange, or who pass through the haze, must make a Sta­mina or swift­ness­test to resist the poi­sons effect.

OR

Fire Breath : A Wyrm may breath fire at an opponent for a total of 3D6+5, target may­catch fire. Ranged Attack 5/15/30/45/ +10. See rules for Fire on page 245 for being caught on fire.

Wyrm

Attri­butes : Bea­ring 17 (+5), Nim­ble­ness 11 (+2), Per­cep­tion 11(+2), Strength 16 (+5), Vita­lity 18 (+6), Wits 12 (+3)

Reac­tions : Sta­mina +6, Swift­ness +2, Will­po­wer +5, Wisdom +5

Health : 23

Defense : 12

Ini­tia­tive : +2

Skills : Inti­mi­date (Fear) +10, Observe (Spot, Smell) +6, Track(Scent) +8, Unar­med Combat (Claws, Bite, Tail) +10

Spe­cial Abi­li­ties :

Hyp­no­tic Gaze : Wyrms have a gaze that can hyp­no­tize their atta­ckers, or their prey.PCs must make a will­po­wer test of TN 15 if caught in the Wyrms gaze,or player is frozen” (no actions of any kind) for 1D6 round(s).

Claws : Wyrms have great claws on their front and hind legs. Each claw does2D6-4 damage. On a super­ior suc­cess or better, opponent must make aswift­ness test of TN 10, or armour’s damage absor­bed” is – 1until repai­red (does not affect shields or natu­ral armour).

Bite : A Wyrm will bite and snap at wha­te­ver may sur­round it. Their razor­sharp teeth do 2D6 damage.

Tail : A Wyrm’s tail is often used as ano­ther weapon, inflic­ting stun­da­mage and occa­sio­nally kno­cking their opponent down. The victim must­make a Sta­mina of TN 10 is called for to withs­tand the ini­tial attack​.To avoid being kno­cked the ground, opponent must make a Nimbleness,Strength, or Balance test (Narrator’s choice) of TN 10 to stay ontheir feet, or opponent is prone.

Scaly Hide : A Wyrm’s scales or hard as stone and pro­vide a natu­ral armour of 3,and pro­vides 1D6 pro­tec­tion from fire damage.

Terror : The site of a Wyrm is both awe-ins­pi­ring and ter­rible. It’sIntimidate (Fear) skill ope­rates at a conti­nuous half effect. (+2 from­Bea­ring, +5 from skill=9)

Poi­so­nous Fume : For a cost of 2 actions, a Grea­ter Wyrm can breathe a haze putrid­green poison. All oppo­nents in front of the wyrm within close com­ba­trange, or who pass through the haze, must make a Sta­mina or swift­ness­test to resist the poison’s effect.

OR

Fire Breath : A Wyrm may breath fire at an opponent for a total of 2D6, target may­catch fire. Ranged Attack 5/15/20/35/ +10. See rules for Fire on page 245 for being caught on fire.

Lesser Wyrm

Attri­butes : Bea­ring 12 (+3), Nim­ble­ness 8 (+1), Per­cep­tion 8(+1), Strength 14 (+4), Vita­lity 17 (+5), Wits 12 (+3)

Reac­tions : Sta­mina +5, Swift­ness +2, Will­po­wer +3, Wisdom +3

Health : 21

Defense : 11

Ini­tia­tive : +1

Skills : Inti­mi­date (Fear) +8, Observe (Spot, Smell) +5, Track(Scent) +6, Unar­med Combat (Claws, Bite, Tail) +8

Spe­cial Abi­li­ties :

Claws : Wyrms have great claws on their front and hind legs. Each claw does2D6-4 damage. On a super­ior suc­cess or better, opponent must make aswift­ness test of TN 10, or armour’s damage absor­bed” is – 1until repai­red (does not affect shields or natu­ral armour).

Bite : A Wyrm will bite and snap at wha­te­ver may sur­round it. Their razor­sharp teeth do 2D6 damage.

Tail : A Wyrm’s tail is often used as ano­ther weapon, inflic­ting stun­da­mage and occa­sio­nally kno­cking their opponent down. The victim must­make a Sta­mina of TN 10 is called for to withs­tand the ini­tial attack​.To avoid being kno­cked the ground, opponent must make a Nimbleness,Strength, or Balance test (Narrator’s choice) of TN 10 to stay ontheir feet, or opponent is prone.

Scaly Hide : A Wyrm’s scales or hard as stone and pro­vide a natu­ral armour of 3,and pro­vides 1D6 pro­tec­tion from fire damage.

Terror : The site of a Wyrm is both awe-ins­pi­ring and ter­rible. It’sIntimidate (Fear) skill ope­rates at a conti­nuous half effect. (+2 from­Bea­ring, +5 from skill=9)


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