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.
- Type : Inhaled or contact
- Onset Time : Immediately
- Potency : +11
- Treatment : +11
- Effect : Reduce Vitality or other attribute by 1D6 / HalfVitality lost
- Stages : Continuous while in area, or 1D6 rounds/
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.
- Type : Inhaled or contact
- Onset Time : Immediately
- Potency : +9
- Treatment : +9
- Effect : Reduce Vitality or other attribute by 1D6-2 / HalfVitality lost
- Stages : Continuous while in area, or 1D6 rounds/
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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