Savage Middle-earth Game Master's Guide v .5 By Revolution 9/Corpse a
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ale o" Contents #art $% he &etting 'vailale Races 'lternative (agic &ystems &ystems )ptional &pells Creating (agic Items
#art *% Creatures o" (iddle-earth 'nimals Children o" Il+vatar Il+vatar &laves to ,arness ,emons and ndead #lants
#art % Characters o" (iddle-earth 0eroes o" the 1ree #eoples &ervants o" the Eye
#art 2% reasures reasures o" (iddle-earth #art 3% 'ppendices '% Racial E4perience #enalties B% &le Random Encounter Charts C% Comat &ummaries
Recommended Reading &ources
Part 1: The Setting his 5amemaster6s guide is not meant to e an end-all e-all "or (iddle-earth settings. here are so many options "or a (iddle-earth game in terms o" time period7 area7 and matters o" interpretation8o" interpretation8o" races7 monsters7 magic7 and even history that no one person could suggest a (iddleearth setting that would suit all groups. he history o" (iddle-earth itsel" is in places detailed and vast7 and in others8especially the distant past shadowy and vague. Because o" this7 the 5amemaster6s 5uide does not delve into much in the way o" campaign speci"ic material7 descriptions o" places and time periods7 and so "orth. :hat it will do7 however7 is mae some possile suggestions o" places and time periods you might lie to use in your game7 some alternate possiilities possiilities "or racial selection and magic7 as well as creatures7 personalities7 personalities7 and so "orth. 1eel "ree to use any o" the possiilities given7 remove anything that does not "it your vision o" (iddleearth8spells7 earth8spells7 monsters7 racial selections7 optional rules7 etc or alter it to your liing. he Recommended Reading section o" the #layer6s 5uide has many "ine sources you can consult "or whatever setting you pre"er; elow are some sample options you might lie to e4plore% he 1irst 'ge was an age o" high "antasy and ● adventure o" mythical proportions. 0umans and dwarves are newly awoen; (elor and &auron are still upon the earth7 reeding the vile )rcs and terrile rolls "or the "irst time; Balrogs7 werewolves7 vampires7 and dragons rally together in massive antideluvian attles. 'dventures 'dventures here here o""er much more "reedom and "le4iility as there are so many power"ul evils still visile in the world7 and who nows what other monsters and demons e4isted in this ancient time that were not noted y the :ise< he &econd 'ge7 similarly7 had its great share o" ● monsters and magic. =umenor was still a great nation and the ,unedain still mighty and strong; lie the 1irst 'ge7 not as much is nown o" it7 giving greater "le4iility in storyline and enemies. he hird 'ge7 the most "amiliar time period "or ● most readers7 is >uite e4pansive7 eginning with the de"eat o" &auron in the ?ast 'lliance and ending with his "inal down"all. housands o" years o" history passed and there are a wealth o" times and places such as%
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he rollshaws c. $9 . his is the de"aultA time period and location in the core (ER# ruleoo. &uspicious7 rugged 0illmen7 orcs7 ancient ruins7 and o" course trolls mae this an area and time period "ull o" adventure possiilities. 'rnor c. 7 oth while 'rnor was standing strong against the :itch-ing7 and while it "ell into evil and the ,unadain loodline was nearly e4tinguished. 't this time 'ngmar is one o" the greatest centers o" evil that e4ists7 and epic attles against the ?ord o" the =ine are possile. he Blue (ountains7 which contain several dangerous )rc-tries7 the :ithered 0eath to the northeast8"ull o" dragons and wights7 and then the 1roen :astes to the north would all mae amaing and dangerous! - sites "or adventure in any time period. &ince little is written o" the 1roen :astes there is plenty o" room "or creativity. he lands to the "ar East and &outh could e an unusual ut intriguing setting "or adventure in the hird 'ge. ?ie the 1roen :astes7 little is written o " these places7 leaving a lot o" room "or "le4iility. wo o" the 1ive :iards disappeared into these places perhaps lie 5andal"7 they met "riends and allies who helped turn the tide o" history in (iddle-earth7 even though their deeds did not come down to the :ise. (irwood during most o" the hird 'ge7 during &auron6s original residence7 his return a"ter the :atch"ul Duiet7 or even shortly e"ore his "light "rom (irwood in *2$ up until the :ar o" the Ring. I" you6re interested in that last idea7 y the way7 the ne4t #,1 is &avage (irwood. Rhovanion7 also called :ilderland7 as a whole is a great setting "or adventure during any time in the hird 'ge7 and includes (irwood to the :est7 the Blue (ountains7 ?ae-town7 the ?onely (ountain7 and other classic locations.
he 1ourth 'ge is also open to your own imagination. :hat happened a"ter the down"all o" &auron< :ere the rolls and )log-hai destroyed immediately upon &auron6s "inal de"eat7 or did they "lee and hide7 ecoming rare ut dangerous easts whispered o" in legends<
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:ere the orcs all e4terminated7 or7 when "reed o" &auron6s manipulation7 were they ale to choose "or themselves good and evil8allowing )rc7 0al"-orc7 and ru-hai as character choices< :hat evil remains in the ruins o" 'ngmar7 the pits o" ,ol 5uldur7 5uldur7 and the various various dar places o" (ordor< ...and then there6s alternate history. he olien Cracpot heories page heories page has a numer o" alternate history ideas. (y "avorite is :hat &aruman :as Really ,oing7 and it would ,oing7 certainly mae an amusing campaign idea.
Available Races In most games7 all the player races would e availale. 0owever7 this may vary ased upon time period and location. :hen you6ve decided what your campaign itsel" will e lie7 you can "ind which races are availale in the area. his does not mean7 o" course7 that races "rom other lands can6t e involved7 as long as there is a story prepared to e4plain how they got there. he races are not alanced7 as should e apparent. 1or most mature players7 this should pose no prolem. I"7 on the other hand7 players are choosing races ased on onuses and not on "lavor8numers and not role-playing7 you may wish to impose some special rules. he most simple is to as "or a acstory "or any more power"ul race. his may e limited to stronger strains8such as =oldor or to a race as a whole8all Elves. I" the player is not willing to write at least a "ew paragraphs e4plaining why his or her character is now involved in such adventures7 then they are not interested enough in adding role-playing possiilities to the game. Feep in mind this is only necessary with certain groups7 and "orcing mature7 e4perienced players to write a story in order to play a race they genuinely lie and will not ause will hurt your game. 't the same time7 acstories are great "or all characters and you may wish to o""er some sort o" onus to players that write one7 regardless o" other "actors. ' second7 and much more e4treme option7 is to e4act an e4perience point penalty to more power"ul races. hey will advance more slowly until roughly the time other races in the party have 6caught up6 to them. hough this helps alance the game a lot7 players may "eel "rustrated at their lac o" advancement and so this option should e used only in very speci"ic types o" groups. he actual advancement penalties are listed in the 'ppendi4. hese are only a "ew o" the simplest ways o" compensating "or higher-power characters. Gou may not need to use any o" them at all.
Alternative Magic Systems
&hould the magic system presented in the #layer6s 5uide not suit your style7 there are a "ew alternatives. 1irstly7 you may use the system "rom the &avage :orlds core rules7 using some o" the new spells in the #layer6s 5uide and reading the :eariness roll penalty as #ower #oints. Gou can do the same thing thing and use Brian Brian Reeves6 Reeves6 5raduated #owers rules. Gou might leave out 0ealingA and replace it with 0ealing-spellA "rom the #layer6s 5uide7 or drop 0ealing-spell and use 0ealingA "rom the Core Rules or "rom Brian6s 5raduated #owers rules. I" you desire a more magic-heavy campaign7 this might wor well "or you7 in addition to the )ptional &pells given elow. I"7 on the other hand7 you6re looing "or a more sutle "orm o" magic and one less open to players7 there is a solution availale. he 0all o" 1ire (againe7 Issue *37 *3 7 contains rules "or more olienes>ueA magic re>uirements and availale spells. Called (agic in (iddleearthA and written y Ron :illiams7 it is "or ,ecipher6s ?ord o" the Rings Role-playing 5ame ut can easily e used as a guide "or characters in &avage :orlds.
!ti"nal S!ells hese spells are adapted "rom E' 5ames6 he hird 'ge video game. hey are simply Blast7 Bolt7 and Burst with ?ord o" the Rings trappings. I" you don6t mind the magic in your game eing a little it less sutle7 you may wish to use these spells. Gou may also wish to use them with limits% "or instance7 1laming Eye o" &auron may only e usale in (ordor or 1ilth o" &aruman is only used y evil sorcerers under &aruman6s command.
#ilth "$ "$ Saruman%&last Saruman%&last School: &orcery Method(s): &tandard Trappings: E4plosion o" "ilthy corrupted earth
he earth e4plodes and coats the enemy with lacgreen-rown corrupted earth. I" cast in a place corrupted y metal7 oil7 smoe7 or other magical or mechanical de"ilements7 the sorcerer gains aH* to the :C. he area o" e""ect is a (edium Burst emplate "ound in the ac o" the &avage :orlds oo. I" the roll is "ailed7 the last deviates as a launched proectile 8see page JJ. :eariness roll -*7 Range $*/*2/2K7 ,uration =ovice% :eariness &pecial. argets within a (edium Burst emplate must roll Ligor 8at -* with a raise or e &haen. &easoned% :eariness roll -* - J7 Range *2/2K/9J7 ,uration Instantaneous. argets within a (edium Burst emplate su""er *dJ damage; doule #ower #oints increases template to ?arge or damage to dJ. :eariness roll - - 97 Range *2/2K/9J7 Leteran% :eariness ,uration Instantaneous. argets within a (edium Burst emplate su""er *dK damage; doule #ower #oints increases template to ?arge or damage to dK. 0eroic% :eariness roll -2 - $*7 Range *2/2K/9J7 ,uration Instantaneous. argets within a (edium Burst emplate su""er *d$ damage; doule #ower #oints increases template to ?arge or damage to d$. :eariness roll -3 - $37 Range *2/2K/9J7 ?egendary% :eariness ,uration Instantaneous. argets within a (edium Burst emplate su""er *d$* damage; doule #ower #oints increases template to ?arge or damage to d$*.
#laming (ye "$ Saur"n%&urst School: &orcery Method(s): &tandard Trappings: Burning magma-spewing earth
he earth urns and "ires "orth magma7 sharp sharp stones and choing "umes. I" cast in (ordor or someplace hot and smoy7 the sorcerer gains a H* to the :C. =ovice% :eariness roll -*7 Range 1lame emplate7 ,uration Instantaneous. argets under 1lame emplate su""er *d$ damage; 0eavy :eapon. :eariness roll -7 Range 1lame emplate7 &easoned% :eariness ,uration Instantaneous. argets under 1lame emplate su""er *d$H$ damage; 0eavy :eapon. :eariness roll -27 Range 1lame emplate7 Leteran% :eariness ,uration Instantaneous. argets under 1lame emplate su""er *d$* damage; 0eavy :eapon. 0eroic% :eariness roll -37 Range 1lame emplate7 ,uration Instantaneous. argets under 1lame emplate su""er *d$*H$ damage; 0eavy :eapon. ?egendary% :eariness roll -J7 Range 1lame emplate7 ,uration Instantaneous. argets under 1lame emplate su""er *d$*H* damage; 0eavy :eapon.
Murder "$ )r"*s%&"lt )r"*s%&"lt School: &orcery Method(s): &tandard large7 "aintly glowing glowing creain Trappings: ' "loc o" large7
(urder o" Crows calls a "loc o" spiritual creain creain covered covered in lac-purple light which amiae-attac the victim. =ovice% :eariness roll -$ each7 Range $*/*2/2K7 ,uration Instantaneous. 1ires $ to olts at *dJ damage; doule #ower #oints "or dJ damage. &easoned% :eariness roll -$ each H $7 Range $*/*2/2K7 ,uration Instantaneous. 1ires $ to olts at *dJH$ damage; doule #ower #oints "or dJH$ damage. Leteran% :eariness roll -$ each H *7 Range $*/*2/2K7 ,uration Instantaneous. 1ires $ to olts at *dJH* damage; doule #ower #oints "or dJH* damage. 0eroic% :eariness roll -$ each H 7 Range $*/*2/2K7 ,uration Instantaneous. 1ires $ to olts at *dJH damage; doule #ower #oints "or dJH damage. ?egendary% :eariness roll -$ each H27 Range $*/*2/2K7 ,uration Instantaneous. 1ires $ to olts at *dJH2 damage; doule #ower #oints "or dJH2 damage.
)reating Magic +tems ' character may enchant an item with a spell aility. 1or instance7 he may enchant a lade with 'lert or Bane7 enchant a crystal all with &crying7 or enchant a cloa with &hape Change. o do this7 "irstly the character needs an item o" unparalleled >uality. Items made my ,warves and Elves are usually per"ect "or enchantment. )therwise an appropriate item might e purchased or commissioned "or around 24 the normal cost o" the normal item. )nce an appropriate item "or enchantment is procured7 the character must then egin weaving the spell into it. I" the spell has multiple uses and Rans7 the enchanter must choose ust one o" them. he amount o" time it taes to enchant the weapon is e>ual to one wee times the :eariness penalty associated with that "orm o" the spell; "or instance7 'lert has a :eariness penalty o" -$7 so this would tae only one wee. he enchanter must have at least a "ew hours each day or night to wor on the
enchantment7 and each wee he must mae a :eariness roll8modi"ied ust lie the spell he is enchanting the item with. ' "ailure indicates that the enchantment "ailed. 0e may attempt to enchant it again7 starting "rom the eginning. I" he otches the :eariness roll7 he must wait at least a wee e"ore trying again. ' character may decide that the power imued in the item only wors on7 "or or against a speci"ic race; "or instance7 he may create a sword which uses the &mite power against orcs. &ince the power is more limited in use7 the caster gains a H* to his :eariness rolls to enchant the item. It still taes the same amount o" time. &pells lie 'lert do not grant this onus as the limitation o" the spell is already taen into consideration in its cost.
Part ,: )reatures )reatures "$ Middle-earth Middle-earth 'side "rom the creatures given in this oo7 one might also use7 "rom the &avage :orlds core ruleoo% Bear7 5host7 ?ion7 &eleton7 &pider85iant7 &nae8oth inds7 and &warm. Gou will "ind monsters here here that either do do not appear appear in in olien6s wors8such as (aelmaili7 monsters that may e mythical even in (iddle-earth8such as (ewlips and 5iants7 and monsters that some may argue8possily correctly are something else entirely8such as hal"-rolls. 's is standard standard with with this adaptation7 adaptation7 when given a choice etween erring on the side o" caution and purism7 or leaning towards variety and playaility7 I have chosen the latter. I6ve tried to do this while still eeping with the spirit o" olien6s (iddle-earth; eep in mind that many dar things lur in (iddle-earth and simply ecause they were not encountered y the heroes o" he 0oit or he ?ord o" the Rings does not mean they could not have e4isted.
hese have een included here "or variety and need not e used i" the 5( does not desire to. I imagine the purist will already now what monsters they will include and do not need the author to mae suggestions8especially considering even purists will disagree on the matter. wo new statistics have een een added to the creature descriptions% M 'ppearing and 1re>uency. hese are oth simply tools to help with designing encounters and creating random encounter charts. se or ignore them as desired. # Appearing is sel"-e4planatory. his is the typical numer o" these creatures which appear in an encounter. Frequency is how o"ten this type o" creature appears. he possile "re>uencies include Common7 Rare7 and Lery Rare. hese "re>uencies oviously apply only to places where monsters o" its type appear; "or instance7 )rcs are Common7 though it is assumed that this applies to wilds outside o" towns and cities7 &outhern (irwood7 (ordor7 and so "orth. hey would not e common in civilied areas. ?iewise :hite :olves are Common7 though this would only apply to cold places lie the 1roen :astes. &ome entries list more than one "re>uency "or clarity ut most do not.
Animals &at Great Great # Encountered: $d2 swarms Frequency: Common in (irwood7 Lery Common in the
(ountains o" (irwood7 Lery Rare elsewhere he 5reat Bat is a grey and purple at with a 36 wingspan. ypically harmless and nonagressive7 5reat Bats are "ound in (irwood8especially the mountainous areas and "eeds on owls7 spiders7 and rodents. hey drin lood and "eed on so"t "lesh7 though only rarely will they attac anything hoit-sied or larger. se the statistics "or a swarm. he 5reat Bats o" southern (irwood tend to e more aggressive and willing to attac the 1ree #eoples ecause the sorcery o" the =ecromancer and his servants have twisted the natural li"e in the area.
&at (n"rm"us (n"rm"us Great Great # Encountered: $d2 Frequency: Rare in the (ountains o" (irwood7 Lery
Rare elsewhere Rarely7 a 5reat Bat will grow to large sie7 aout a $6 wingspan. hese will attac man-sied opponents7 though lie their smaller retheren they still pre"er to "eed on smaller7 easier prey and will typically only attac larger opponents i" there is a lac o" "ood in the area or they have een agitated. hey will tend to "ly away i" inured or losing "or a "ew rounds7 pre"erring to search "or easier prey rather than continue a perilous attle. Attributes: 'gility dK7 &marts d28a7 &pirit dK7 &trength dJ7 Ligor dJ Skills: 1ighting dJ7 5uts dJ7 =otice dJ Pace: J; Parry: 3; Toughness: 3 Special abilities: Flight: Enormous 5reat Bats can "ly $A per ● round. ite:&trHdJ ●
at at unting
B
# Encountered: $d2 swarms Frequency: Rare
hese ats have a -J "oot wingspan and are attracted y the smell o" lood. hey tend to live in caves and under cli""s and in aandoned uildings. he lood-driners attac in a swarm7 iting until the victim is dead. se the stats "or a swarm7 though the most dangerous thing aout these ats is the diseases they carry. 't the end o" comat7 anyone itten y these easts must mae a Ligor chec7 applying wound modi"iers and so "orth as usual. )n a "ailure they will tae $ level o" 1atigue due to "ever and vomiting which will last *d2 days. )n a otch the numer o" days is ma4ed8i.e. K. ' success"ul 0ealing roll using appropriate hers can reduce the time y hal"8on a success or heal it completely with $ day o" rest8on a raise.
)rebain # Encountered: $d2 swarms Frequency: Rare
Creain are large lac crows7 corrupted y sorcery and o"ten used as spies. Creain will sometimes mae one sweeping attac on a group and then leave. I" these creatures are encountered near an enemy stronghold7 they will typically "ly there and alert their master to the presence o" the heroes. 1or statistics7 use the &warm stats.
#ell &east # Encountered: * Frequency: Lery Rare
1ell Beasts appeared in ancient times and are elieved to have een red y (orgoth in mocery o" Eagles7 ust as Ents were liely red in mocery o" trolls and orcs in mocery o" Elves. hey appear as enormous "eatherless carrion irds with leathery at wings7 6 long "rom ea to tail with a 36 wingspan. Ravenous eaters and master hunters7 they trac their prey easily and hunt silently. hese creatures always hunt in pairs7 "lying with another 1ell Beast or eing ridden y a Ringwraith. Attributes: 'gility dJ7 &marts d28'7 &pirit dK7 &trength d$*H*7 Ligor d$* Skills: 1ighting dK7 5uts d$*7 Intimidation d$*7 =otice dK7 &tealth d$7 racing d$ Pace: J; Parry: J; Toughness: $J Special abilities: ● Talons: &trH$dK Stench: 1ell Beasts give o"" a horrile stench. ● 'nyone close enough enough to engage engage in hand-to-hand hand-to-hand comat must mae a Ligor chec or tae $ level o" 1atigue due to nausea and retching. his will disappear as soon as the character is away "rom the odor. his chec only needs to e made once per encounter. ● ●
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Great (agle (agle
# Encountered: $d$ Frequency: Common
5reat Eagles are a maestic and intelligent "lying race created y (anwN and Gavanna7 the ing and >ueen o" the Lalar. hey are overseers overseers o" all all animals and hate hate the "ollowers o" (orgoth and &auron with great itterness7 especially the "liers8such as creain7 dragons7 "ell easts and certain evil ats. Brave and true7 they are disgusted y cowardice and have no patience with "aintheartedness. 5reat Eagles spea their own language7 Eryr-aryth7 and most spea oth &indarin and :estron. Attributes: 'gility d$7 &marts dJ7 &pirit d$*7 &trength d$*H37 Ligor d$* Skills: 1ighting d$7 5uts d$* Pace: J; Parry: O7 Toughness: $3 Special Abilities: Flight: 5reat Eagles "ly *$A per round and have an acceleration o" JA. Si!e $%: 5reat Eagles average *6 long "rom ea to tail and a wingspan o" $$6. ?egend has it that the greatest o" eagles was 36 long with a $ K6 wingspan. &arge: )pponents gain a H* to &hooting and 1ighting against 5reat Eagles. Talons: 5reat Eagles may attac with their talons7 doing &trHdJ damage. hey may attac twice this way and tae the normal penalty "or an e4tra action8-*. eak: 'lternately7 they may attac with their sharp eas "or &trHdK damage. 'n eagle may attac with oth claws and a ea i" they wish7 taing the appropriate penalty8-2 per attac.
"rses "$ "$ M"rd"r # Encountered: &pecial Frequency: )nly nine are used at once Attributes: 'gility dJ7 &marts d28'7 &pirit d$7 &trength
d$*H*7 Ligor d$* Skills: 1ighting dK7 5uts d$*7 =otice dJ Pace: K; Parry: J; Toughness: $$ Special Abilities: P Fleet Footed: 0orses o" (ordor roll a dK when running instead o" a dJ. P 'ick: &trH$dJ P Si!e $: (ordor horses are large creatures red "or their power and stature.
ummerh"rn ummerh"rn # Encountered: $d2 swarms Frequency: Rare
' J-K pound "lying insect lie a lac or grey wasp with a raor-sharp7 pointed prooscis o" chitin which gores a victim then "easts on the corpse with three sets o" mandiles. :hen an adventurer hears the loud uing o" a swarm o" hummerhorns there is a good chance it is the last sound he will ever hear. Attributes: 'gility dJ7 &marts d28'7 &pirit dJ7 &trength d27 Ligor dJ Skills: 1ighting dJ7 5uts dJ7 =otice dJ Pace: J; Parry: 3; Toughness: Special abilities: ● Flight: 0ummerhorns may "ly $Q per round. 0ummerhorns gore with their 6horn6 "or ore: 0ummerhorns ● &trHd2 damage. Si!e *+: 0ummerhorns are a "oot or so long. ● ● Tiny: Enemies are at a -* to hit 0ummerhorns.
Mabelmai/li Mabelmai/li # Encountered: $dJ Frequency: Rare in hot7 salty water in the East; Lery
Rare in deep ut warm7 racish waters elsewhere &omething lie a strange cross etween a cra and a s>uid7 these weird animals are the sie o" a man and have "our sharp7 power"ul claws that are $-*6 in diameter. Duite vicious and aggressive7 these "ortunately very rare crustaceans dwell mostly in hot salty eaches in the East ut can survive in any warm7 racish water. Attributes: 'gility dJ7 &marts d28'7 &pirit dK7 &trength dJ7 Ligor dJ Skills: 1ighting dK7 5uts dK7 =otice dJ7 &wimming dK Pace: *; Parry: J; Toughness: K Special abilities: Ar"or $: (aelmaili possess a very hard shell. ,la-s: &trHdJ. hese creatures have 2 attacs which they use in pairs that is7 they may mae * or 2 attacs. Each group o" * attacs must e against a single opponent; so the "irst * could attac one enemy and the second * could attac another enemy. he "irst two may e made without penalty; the second two cause the normal modi"ier "or per"orming an e4tra action8-* to all attacs. I" all 2 attacs are against a single opponent the (aelmaili su""ers no penalty at all. his penalty only applies when attacing two opponents.
Min/s &lac/ # Encountered: $ or *d2H2 Frequency: Rare
?arger than normal mins7 Blac (ins are aggressive and dangerous7 growing up to 26 long and up to K pounds. hey mae their homes along "resh water7 and hunt oth in and around it7 eing e4cellent swimmers. hough usually solitary7 during mating season in early &pring they will gather together in a larger and and attac everything they come across. hey will not retreat ut "ight until dead. (in "ur7 especially Blac (in "ur7 is valuale. 's clothing it is warm7 protective7 com"ortale7 and nearly waterproo". he min must e illed in such a way that its pelt is not ruined7 however7 such as poison7 drowning8di""icult drowning8di""icult as they can hold their reath "or $ minutes7 or possily ludgeoning. 'n e4cellently prepared and high >uality min "ur can "etch up to an entire silver piece; lesser "urs will ring two silver pennies. pennies. Attributes: 'gility dJ7 &marts dJ8'7 &pirit d$7 &trength dJ7 Ligor dK Skills: 1ighting dJ7 5uts d$7 =otice dK7 &wimming d$* Pace: *; Parry: 3; Toughness: J Special abilities: ● Ar"or $.: ' Blac (in6s "ur and hide is resilient and provides a H$ oughness. ite: &tr damage ● ardy: Blac (ins who are &haen do not ● su""er a :ound i" they are &haen again. ● Si!e *.: Blac (ins are 26 long. S"all: Enemies are at a -$ to hit a Blac (in ● due to their sie.
M"rgai #lies #lies # Encountered: $ swarm Frequency: Lery Rare7 Rare in (ordor and southern
(irwood7 Common in Rhovanian etween .'. $J3-
$JO. hese great7 vile "lies ite and drin lood. (ost are in"ected with disease and may have caused7 or helped spread7 the 5reat #lague. hey loo lie large8relatively speaing lac "lies with a red lotch upon their acs7 vaguely resemling the ?idless Eye. se the stats "or &warm &warm "rom the core oo; however7 (orgai 1lies also spread disease and sicness. 't the end o" comat7 everyone who was &haen or :ounded y (orgai 1lies should mae a Ligor roll8no penalty i" &haen7 normal wound penalties i" :ounded or su""er "rom $ level o" 1atigue "or $ wee8* levels o" "atigue on a otched Ligor roll.
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M0 ma/ # Encountered: $d$ Frequency: Lery Rare7 Common in 1ar 0arad
(mail8called )liphaunts y the 0oits are massive elephants with incredily tough7 leathery sin. 0aradrim ride them into war on towerlie plat"orms placed upon the (ma6s ac. )ne &outhron controlsA the east while a numer o" archers8who typically have the &teady 0ands edge shoot "rom its ac. #eople on the plat"orm are concealed y 0eavy cover. hey may carry $2 pounds. Attributes: 'gility d27 &marts d28a7 &pirit dK7 &trength d$*HJ7 Ligor d$* Skills: 1ighting dK7 5uts dK7 =otice dJ7 hrowing dK Pace: K; Parry: 3; Toughness: $J8$ around eyes Special abilities: ● Ar"or $+: )liphaunts have very tough leathery hides. ● Fear o/ Fire: (mail con"ronted with large "ires or "ire-ased attacs must mae a 5uts chec or avoid the "ire y moving away "rom it as >uicly as possile or "leeing in the opposite direction i" a $ is rolled. ' &outhron riding the oliphaunt may sustitute his own Riding8(mail sill. ● Fear in orses: &imilarly7 horses are naturally a"raid o" (mail and react to them the way (mail react to "ire. he horse6s rider may
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sustitute his own Riding sill i" higher. url: )liphaunts may hurl oulders and trees y maing a hrowing roll. he range is /J/$* and damage is &trHd$. ' mma may also grapple an opponent8per standard grappling rules and throw them $* inches. hey will tae &tr Hd$ damage upon impact with the "irst ostacle. &arge: )pponents add H* to 1ighting and &hooting rolls against these easts. Si!e $0: )liphaunts are o"ten $36 high and 6 long. In legend they are said to reach J6 high. run8KH$dKA and y Tra"ple: ' mma may run8KH$dKA so doing trample all in its path. 'ny caught in its way must mae an 'gility roll or su""er &trHd$* damage. oliphaunt may attac with its tuss tuss Tusks: 'n oliphaunt "or &trHdK damage.
ee/erbree/ers ee/erbree/ers # Encountered: $d swarms Frequency: Rare
=eeerreeers were given their names y the chirping sound they mae which resemles =ee-ree! =eeree!A ?iving in swamp and ungle environments and resemling a *A long cricet7 these pests can live on grains and will o"ten in"est ags o" "lour7 wayread7 or other "oods. hey also have a nasty ite and7 should an unlucy traveller lunder lunder into or near their nest he will "ind out "or himsel" how pain"ul they can e. se the stats stats "or &warm "rom the the core oo i" anyone is swarmed y them; however7 they do only 1atigue damage7 as their ite is pain"ul and distracting ut not deadly.
S!ider &r""d &r""d "$ 2ng"liant 2ng"liant # Encountered: $d$ Frequency: Common in (irwood7 Lery Rare elsewhere
hese giant spiders are the descendants o" the great arachnid &helo. se the stats "or 5iant &pider in the core ruleoo7 with the "ollowing e4ception% they have &marts d27 many spea :estron and some spea Blac &peech. (ost will not e interested in taling to party memers7 however...
S!ider (nnerling (nnerling # Encountered: $d2 swarms Frequency: Common in (irwood7 Lery Rare elsewhere
#ale white spiders ranging "rom JQ to a "oot long with a lood-red dimple on their undersides7 they are "ound most prominently in southern (irwood. hey spin their wes etween trees7 and i" Ennerlings are encountered the character in the lead must mae a =otice roll o" wal into their we. hey are not naturally aggressive ut they will attac i" piced up7 handled7 stepped on7 or i" their we is waled into. heir poison is potent ut not deadly. se the stats "or &warm7 ut anyone itten must mae a Ligor roll or act with two levels o" 1atigue "or the ne4t *dJ hours8or e rendered unconcious on a otch.
S!ider Gelyngyl Gelyngyl # Encountered: $d$ Frequency: Lery Rare
he largest o" spiders that occur naturally8that is7 are
not mutated7 sorcerous7 or descendants o" ngoliant or &helo7 they are -26 arachnids colored dar green on top and light green elow7 maing them very di""icult to notice. hey are incredily cunning and intelligent animals7 and unlie most spiders are not only social ut communicative7 using pads on their ac legs which7 when rued together7 produces a chirp which they use to communicate. 5elyngyl tend to dwell over roads or places where prey o"ten passes7 dropping on their victims and iting. hey have even een nown to herd victims into amushes7 surrounding or chasing prey until they are elow the group o" spiders waiting to drop upon it "rom aove. Intelligent8relatively animals7 they are not usually aggressive with creatures too much larger than them i" they are solitary7 pre"erring to run and "ind easier "ood. In large numers7 however7 they will attac humans and larger things. heir colonies are high in the trees7 uilt in the tree6s lims and around its trun with their wes. his maes them even more di""icult to detect7 since an unwary traveller will not have large wes as a warning. Attributes: 'gility dJ7 &marts dK8'7 &pirit dK7 &trength d27 Ligor dJ Skills: 1ighting dK7 5uts dK7 =otice d$*7 &tealth d$ Pace: *; Parry: J; Toughness: 2 Special abilities: Si!e *.: hese spiders are -26. ite: hese spiders may ite "or &tr damage. #oison% 'nyone wounded y the spider6s ite must mae a Ligor roll or ecome ecome paralyed paralyed "or $d hours. ,uring this time the spiders will carry the victim to their lair high in the trees8o"ten re>uiring multiple spiders woring together to li"t and carry larger prey such as hapless adventurers and we them up well.
3atcher in the 3ater 3ater large large # Encountered: $
Frequency: Lery Rare Attributes: 'gility dJ7 &marts d28'7 &pirit dK7 &trength
d$*H*7 Ligor d$* Skills: 1ighting dK7 5uts d$*7 =otice dK7 &tealth dJ Pace: *; Parry: J; Toughness: $O Special abilities: ● ruery Ar"or $.: ' :atcher in the :ater6s ruery hide acts as light armor. Si!e $1% Fraens are 3-O6 long. ● ardy ● Sense Po-er: :atchers in the :ater have the ● spell &ense #ower as an aility. S-i": Fraen can swim KA per round. ● Tentacle Sla": ' raen can slam with its ● tentacles "or &trength damage. It may also grapple and attempt to drown an opponent8use standard rules "or grappling and drowning. :atchers in the :ater may attac with up to 3 tentacles at once7 though it taes the standard -* "or each additional attac.
3atcher 3atcher in the 3ater 3ater small small
# Encountered: $ Frequency: Lery Rare Attributes: 'gility dK7 &marts d28'7 &pirit dK7 &trength
d$*7 Ligor d$* Skills: 1ighting dJ7 5uts dK7 =otice dK7 &tealth dJ Pace: 2; Parry: 3; Toughness: $* Special abilities: Si!e $2% &mall Fraens are aout *36 long. ● ardy ● ● Sense Po-er: :atchers in the :ater have the spell &ense #ower as an aility. S-i": Fraen can swim KA per round. ● Tentacle Sla": ' raen can slam with its ● tentacles "or &trength damage. It may also grapple and attempt to drown an opponent8use
standard rules "or grappling and drowning. :atchers in the :ater may attac with up to 3 tentacles at once7 though it taes the standard -* "or each additional attac.
3ild cat cat # Encountered: $d$ Frequency: Common Attributes: 'gility dK7 &marts d28a7 &pirit dJ7 &trength
dK7 Ligor dK Skills: 1ighting d$7 5uts dK7 =otice dJ7 &tealth dK Pace: $; Parry: J; Toughness: J Special abilities: ite:&tr H dJ damage. ● ,la-:&tr H d2 damage. ● ● Pounce: :ild cats pounce on their prey7 leaping $dJQ to gain H2 on its attac and damage. Its #arry is reduced y -* until its ne4t action.
3"l$ 4ire 4ire # Encountered: *d$ Frequency: Rare
se the stats "or ,ire :ol" in the &avage :orlds core oo.
3"l$ Grey Grey # Encountered: *dJ Frequency: Common
se the stats "or ,og/:ol" in the &avage :orlds core oo.
3"l$ 3ar-*"l$ 3ar-*"l$ # Encountered: $d$ Frequency: Rare
:ar-wolves are huge dogs red and trained "or comat. Lery similar similar to :args7 :args7 these are living living and not demonic demonic
wolves and the Enemy o"ten uses them as tracers and scouts7 sometimes "ields them as units in attle7 and occassionally lie :args they are ridden into comat y orcs. se the ,ire :ol" stats in the &avage :orlds core oo "or these easts.
3"l$ 3hite # Encountered: $d* Frequency: Common
,istant relatives o" the common 5rey :ol" ut closer in inship to ,ire :olves7 the :hite :olves live in the "roen wastes in the north7 though during e4ceptionally cold winters they sometimes appear in Eriador8as "ar south as the &hire and Rhovanion8as "ar south as the Celduin Lalley. se se the stats "or ,ire ,ire :ol" in the &avage &avage :orlds core oo.
Sentient Races (nt3)6 # Encountered: $d$* Frequency: Lery Rare Attributes: 'gility dJ7 &marts d$*7 &pirit d$7 &trength
d$*H7 Ligor d$* Skills: 1ighting dK7 5uts d$7 =otice d$* Pace: J; Parry: J; Toughness: $J Special abilities: Ar"or: Ar"or: H ● Si!e H ● 3""unity: 0uorns are immune to poison and ● disease. &i"b -hip: ' 0uorn may whip or punch with ● its roots or ranches "or &trength damage. &i"b crush: Ents may grapple an opponent. ● )n a success they will li"t them in a huge handlie ranch and s>ueee "or &tr H dJ damage.
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Plant: H* oughness7 H* to recover "rom eing
&haen. Called shots do no e4tra damage. ,oes not su""er "rom poison or disease. 4eakness: 0as a 2-J chance o" catching "ire with any "ire-ased attacs.
Special abilities: Sunlight /ear: )rcs are terri"ied o" sunlight ●
4rag"n3)6 # Encountered: $ Frequency: Lery Rare
,ragons come in various types% winged and wingless8re"erred to as QwormsQ7 as well as colddraes8which cannot reathe "ire. ,ragons are e4ceptionally rare7 especially y the hird 'ge. he ,ragon7 ,rae7 and 5iant :orm entries in the &avage :orlds core rules can all e used as a asis "or the dragon o" your creation. ,raes and ,ragons "rom that oo can e used as-is or "light and "irereathing can e removed to create worms and colddraes. he 5iant :orm entry can have the Burrow aility removed and the &marts increased to create a wingless colddrae as well. &ince dragons are so rare there is little reason to detail statistics "or many inds.
Giant # Encountered: $dJ Frequency: Lery Rare Attributes: 'gility dJ7 &marts d27 &pirit d$7 &trength
d$*H97 Ligor d$* Skills: 1ighting dK7 5uts d$7 =otice d27 hrowing dK Pace: ; Parry: J; Toughness: $9 Special abilities: Si!e $%: 5iants are around 6 tall. ● ● uge% )pponents gain a H2 to 1ighting and &hooting rolls when attacing giants. ● ardy 3"pro5ed S-eep: sually using a ● tree8&trHd$* url: 5iants may hurl oulders and trees y ● maing a hrowing roll. he range is $3//J and damage is &trHd$*. ' giant may also grapple an opponent8per standard grappling rules and throw them *3A. hey will tae &tr Hd$* damage upon impact with the "irst ostacle.
rc )rcs are a s>uat7 hunched7 sallow-sinned hairy race with sloping "oreheads7 ow-legs7 crooed lims7 and "lat "aces. heir mouths are "illed with sharp teeth and their s>uinty7 slanted eyes have catlie pupils. 0ighly adaptale7 evil masters have red specialied versions o" them "or a long time. Gou can create your own specialied versions7 and two e4amples are shown elow. 6abble # Encountered: dJ Frequency: Lery Common Attributes: 'gility dJ7 &marts d27 &pirit d27 &trength dJ7
Ligor dJ Skills: Climing d27 1ighting d27 5uts d27 =otice d27 &hooting d27 &tealth dJ7 aunt dJ7 hrowing d2 Pace: J; Parry: 2; Toughness: 3 ear: &hort spears or short swords8&trHdJ. &ometimes ows. Rale rarely wear armor.
and tae a -* to all actions in it. 4arrior Attributes: 'gility dJ7 &marts d27 &pirit d27 &trength dK7
Ligor dK Skills: Climing d27 1ighting dJ7 5uts dJ7 =otice dJ7 &hooting dJ7 &tealth dJ7 aunt dJ7 hrowing d2 Pace: J; Parry: 3; Toughness: O ear: &cimitar8&trHdK7 leather armor. &ometimes armed with ows7 helmets7 and shields8#arry H$. Special abilities: ● Sunlight /ear:)rcs are terri"ied o" sunlight and tae a -* to all actions in it. Elite Attributes: 'gility dK7 &marts dJ7 &pirit dJ7 &trength d$7
Ligor d$ Skills: Climing dJ7 1ighting dK7 5uts dK7 =otice dK7 &hooting dK7 &tealth dJ7 aunt dJ7 hrowing dJ Pace: J; Parry: O8K "ront S le"t; Toughness: 98$$ against missiles "rom "ront and le"t ear: &cimitar8&trHdK7 chain hauer8H*7 medium shield8H$7 helmet. Special abilities: Sunlight /ear:)rcs are terri"ied o" sunlight and ● tae a -* to all actions in it. ,hie/tain7-c8 Attributes: 'gility dK7 &marts dJ7 &pirit dK7 &trength d$*7
Ligor d$* Skills: Climing dJ7 1ighting d$7 5uts d$7 =otice d$7 &hooting dK7 &tealth dJ7 aunt dJ7 hrowing dJ Pace: J; Parry: K89 "ront S le"t; Toughness: $8$* against missiles "rom "ront S le"t ear: &cimitar8&trHdK7 chain hauer8H*7 medium shield8H$7 steel helmet8H. Special abilities: Sunlight /ear:)rcs are terri"ied o" sunlight and ● tae a -* to all actions in it. lack*skinned tracker Attributes: 'gility dJ7 &marts d27 &pirit d27 &trength d27
Ligor dJ Skills: Climing d27 1ighting d27 5uts d27 =otice d27 &hooting d27 &tealth dJ7 aunt dJ7 hrowing d27 racing dK
Pace: J; Parry: 2; Toughness: 3 ear: &hort spears or short swords8&trHdJ. &ometimes
Elite Attributes: 'gility dK7 &marts dK7 &pirit d$7 &trength
ows. Rarely have armor.
d$7 Ligor d$ Skills: 1ighting d$7 5uts d$7 Intimidation d$7 =otice dK7 &hooting d$7 &tealth dJ7 aunt dK7 hrowing dK Pace: J; Parry: O8K "ront S le"t; Toughness: $8$* against missiles "rom the "ront and le"t7 $ to head ear: &cimitar8&trHdK7 chain hauer8H*7 medium shield8H$7 steel helmet8H. &ome are armed with ows. Special abilities: ● Tough hide:he uru-hai have tough7 leathery hides that provide a H$ to their oughness.
Special abilities: Sunlight /ear:)rcs are terri"ied o" sunlight and ●
tae a -* to all actions in it. Moria goblin(/ro" the /il" The Fello-ship Fello-ship o/ the 6ing ) Attributes: 'gility dJ7 &marts d27 &pirit d27 &trength d27
Ligor dJ Skills: Climing d$*7 1ighting dJ7 5uts d27 =otice d27 &hooting d27 &tealth dJ7 aunt dJ7 hrowing d2 Pace: J; Parry: 38J "ront S le"t; Toughness: O89 against missiles "rom "ront S le"t. ear: &hort spears or short swords8&trHdJ. Chain hauer8H* with spied vamaces and greaves8H to arms and legs. hese aid in climing. (edium shield8H$. &ometimes helmets and ows. Special abilities: Sunlight /ear:)rcs are terri"ied o" sunlight and ● tae a -* to all actions in it.
rc 2ru/-hai 2ru/-hai ru-hai7 or )rc-race7 are a lac-sinned7 straightlimed reed o" orc red y &auron. &marter7 stronger7 disciplined7 and una"raid o" sunlight7 the ru-hai are the most power"ul reed o" orc. It is "or this reason that they were given the name ru-hai7 "or they were no mere rale o" cowardly orcs ut rather the emodiment o" the per"ect )rc race. 0ow &auron created this race is unnown7 though he may have red them with trolls7 evil humans7 or oth to achieve the per"ect master race o" darness and corruption. 4arrior Attributes: 'gility dJ7 &marts dJ7 &pirit dK7 &trength dK7
aunt dJ7 Ligor dK Skills: 1ighting dK7 5uts dK7 Intimidation dK7 =otice dJ7 &hooting dJ7 &tealth d27 hrowing dJ Pace: J; Parry: 38J "ront S le"t; Toughness: 98$$ against missiles "rom the "ront and le"t $* to head ear: &cimitar8&trHdK7 chain hauer8H*7 medium shield8H$7 steel helmet8H. &ome are armed with ows. Special abilities: Tough hide:he uru-hai have tough7 leathery ● hides that provide a H$ to their oughness.
,aptain7-c8 Attributes: 'gility d$7 &marts dK7 &pirit d$*7 &trength
d$*7 Ligor d$* Skills: 1ighting d$*7 5uts d$*7 Intimidation d$*7 =otice d$7 &hooting d$7 &tealth dJ7 aunt dK7 hrowing d$ Pace: J; Parry: O8K "ront S le"t; Toughness: $8$* against missiles "rom the "ront and le"t7 $ to head ear: &cimitar8&trHdK7 chain hauer8H*7 medium shield8H$7 steel helmet8H. &ome are armed with ows. Special abilities: Tough hide:he uru-hai have tough7 leathery ● hides that provide a H$ to their oughness. erserker(/ro" the /il" The T-o To-ers ) Attributes: 'gility dK7 &marts dK7 &pirit d$*7 &trength d$7 Ligor d$ Skills: 1ighting d$*7 5uts d$*7 Intimidation d$*7 =otice d$7 &hooting d$7 &tealth dJ7 aunt dK7 hrowing d$ Pace: J; Parry: O; Toughness: $7 $ to head ear: &cimitar8&trHdK7 chain hauer8H*7 steel helmet8H. Special abilities: Tough hide:he uru-hai have tough7 leathery ● hides that provide a H$ to their oughness. erserk: ru-hai Berserers have a parry ● reduced y * and add a H* to 1ighting7 &trength7 and oughness a"ter su""ering a wound. ● Tough hide:he uru-hai have tough7 leathery hides that provide a H$ to their oughness. ,o"bat 6e/le9es:H* to recover "rom eing ● &haen. ard to 'ill: Ignores wound penalties on Ligor ● rolls when rolling on the Fnocout Blow and Inury tales. 8his Edge is only necessary i" you mae a Berserer into a :ild Card.
rc hal$-rc hal$-rc he hal"-orcs were created y &aruman as spies and as troops that he could etter control. hey are a cross o" evil men and orc7 appearing as e4ceptionally ugly7 swarthy7 slant-eyed men. hey do not >uail at sunlight and can pass as human i" necessary. Attributes: 'gility dJ7 &marts dJ7 &pirit dJ7 &trength dJ7 Ligor dK Skills: 1ighting dJ7 5uts dJ7 Intimidation dK7 =otice dJ7 &hooting d27 &tealth d27 aunt dJ7 hrowing d2 Pace: J; Parry: 38J "ront S le"t; Toughness: O89 against missiles "rom the "ront and le"t ear: &hort sword8&trHdJ7 leather amor8H$7 medium shield8H$. &ome are armed with ows.
d$*H$7 Ligor dK Skills: 1ighting dJ7 5uts d$7 Intimidation dK7 =otice dJ7 hrowing dJ Pace: O; Parry: 3; Toughness: $$ ear: &pied clu or hammer8&trHdK Special abilities: ● Stony hide:rolls have hard7 stonelie sin that provide a H to their oughness. ,la-s:&trHd2 ● Si!e $+ ● ardy ● 3"pro5ed s-eep ● ● Sunlight 5ulnerability: rolls touched y sunlight are turned irreversily ac into the stone "rom which they were made. ;log*hai Attributes: 'gility dJ7 &marts dJ7 &pirit dK7 &trength
Tr"ll rolls are huge7 muscular greenish creatures covered in thic7 stonelie scales. here are many varieties such as hill trolls7 mountain trolls7 and even two-headed trolls. &ome o" the varieties are statistically very similar and are grouped together elow; "or instance7 Cave and (ountain rolls have very similar stats ut their appearance8trappings are di""erent7 and so they are listed elow with the same stats. (ost trolls are e4ceptionally stupid7 almost on the level o" animals7 and those that can spea are considered geniuses. &auron has also red the terrile )log-hai7 a smarter and more agile reed o" lac-sinned troll resistant to sunlight. ,a5e or Mountain Troll # Encountered: $- Frequency: Lery Rare Attributes: 'gility d27 &marts d27 &pirit dJ7 &trength d$*H*7 Ligor d$ Skills: 1ighting dK7 5uts d$7 Intimidation dK7 =otice dJ7 hrowing dJ Pace: O; Parry: J; Toughness: $ ear: &pied clu or hammer8&trHdK Special abilities: Stony hide: rolls have hard7 stonelie sin ● that provide a H to their oughness. ● ,la-s: &trHdJ Si!e $ ● ardy ● ● 3"pro5ed s-eep Sunlight 5ulnerability: rolls touched y ● sunlight are turned irreversily ac into the stone "rom which they were made. ill Forest or Stone Troll # Encountered: $- Frequency: Lery Rare d27 &marts d27 &pirit &pirit dJ7 &trength &trength Attributes: 'gility d27
d$*H$7 Ligor d$ Skills: 1ighting dK7 5uts d$*7 Intimidation d$7 =otice dJ7 hrowing dJ Pace: O; Parry: J8O "ront S le"t; Toughness: $*8$ against missiles "ront S le"t; $3 to head ear: &pied clu or hammer8&trHdK7 large lac shield8H$7 steel helmet Special abilities: Stony hide:rolls have hard7 stonelie sin that ● provide a H to their oughness. ,la-s:&trHd2 ● ● Si!e $+ ardy ● 3"pro5ed s-eep ●
4em"ns and 2ndead &alr"g*c6 &alr"g*c6
Balrogs7 the demons o" might7A are power"ul "allen (aiar made o" shadow and "lame who stood with (elor. hough they are made partially o" "ire7 they drain the light "rom the room instead o" illuminating it. By the hird 'ge only one is nown to e4ist8though others still could. Because o" the 8"ortunate scarcity o" these spirits7 many >uestions aout them remain and many deates over their ailities and nature e4ist to this day. he statistics given are ased upon what is nown o" the Balrog o" (oria8,urin6s Bane. It is possile that this potent spirit has ailities and powers that di""er "rom those given here. ,i""erent alrogs may have di""erent sills7 powers7 weapons7 or even spellcasting aility. d$7 &marts d$*H$7 &pirit &pirit d$*H37 Attributes: 'gility d$7 &trength d$*HO7 Ligor d$* Skills: 1ighting d$*7 5uts d$*7 Intimidation d$*7 =otice d$*7 :eariness dKH* Pace: $; Parry: K; Toughness: $J Special abilities: alrog6s massive massive sword does does S-ord: ' alrog6s ● &trHd$*HdJ8"ire damage. ● 4hip: ,oes &trHdJ8"ire damage. ' alrog may elect to grapple with his whip y maing a 1ighting roll8as per grapple rules on pJK. I" success"ul he grapples and does an automatic dJ "ire damage. ,arness o"
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automatically. automatically. Balrogs can start "ire with a touch. reathe "ire. "ire. 'll Fiery breath: ' alrog may reathe under a cone template must mae an 'gility roll at -* or tae *d$ damage and chance catching on "ire. ' alrog cannot reathe "ire and use its weapons in the same round. &arge: Balrogs are normally large creatures. 'ttacers get a H* to 1ighting 1ighting and and &hooting &hooting rolls against them. Shape ,hange: Balrogs7 eing spirits7 can change their sie and possily consistency. ' Balrog may "ind need to shrin down to as small as $6 tall to move through doors. It may change sie at will as a "ree action7 growing or shrining $6 per round. pon immersion with water the Balrog may ecome a "oul demon o" slime and "ilth7 losing its "ire-ased ailities ut possily gaining others. Si!e $0: Balrogs can e 6 tall.
&arr"*-*ight*c &arr"*-*ight*c66 Barrow-wights are the tormented spirits o" long-dead long-dead lords o" men who were enslaved y the :itch-ing6s necromancy and sent to inhait the arrow mounds. he spirits possess the ancient seletal remains o" the men uried within and rise to ewitch the living and sacri"ice them in dar rites. Barrow-wights can typically only e destroyed y a cleansing spell7 e4posing their lair to sunlight and spreading all the treasure within outside7 to e cleansed y the light and taen y any who pass y. he slayers o" the Barrow-wight may tae an item each "or themselves. dJ7 &marts dJ7 &pirit &pirit dJ7 &trength &trength dJ7 Attributes: 'gility dJ7 Ligor dJ Skills: 1ighting dJ7 Intimidation dJ7 =otice d27 &tealth d27
:eariness dKH$ Pace: 3; Parry: 3; Toughness: O Special abilities: ● Sunlight 5ulnerability: Barrow-wights e4posed to sunlight tae dJ damage each round. ● Fear *+: Barrow-wights cause 5uts checs at -*. ● Fearless: Immune to "ear and intimidation. Sorcery: (ost Barrow-wights have sorcerous ● powers as determined y the 5(. hey typically use &lumer to cause characters to "all asleep and then sacri"ice them on an altar to (orgoth or &auron. &lumer7 1orget"ulness7 Control7 and so "orth are their "avorite powers to use. 1ear7 ,arness7 and 1og are also "avorites. =ndead: H* oughness7 H* to recover "rom ● eing &haen. Called shots do no e4tra damage. =n-earying: Barrow-wights do not weary and ● are granted their power "rom the ,ar ?ord himsel". hey gain a H$ to any :eariness rolls. hey will not su""er any penalties "or "ailed rolls.
Me*li!s )ne o" the rarest "orms o" undead in (iddle-earth7 mewlips haunt marshes7 swamps7 and cemeteries and ruins "ound in moist7 unpleasant places. ' type o" ghoul7 their sin is runny green-rown moving hunchaced through depressing7 deserted areas and illing with their long sharp claws or with rusty steel or stone weapons that they "ind lying aout or have ept "rom their li"e hundreds or thousands o" years ago. hey covet and collect oth gold and the ones o" their victims7 oth o" which may e "ound in sacs in their lairs7 usually in a neary cave7 cellar7 sepulchre7 crypt7 or similar unpleasant spot. =ote that their ill-ept weapons do the same damage as a claw7 though "or the purposes o" trappings it may add some variety to the encounter. Attributes: 'gility dJ7 &marts d27 &pirit d27 &trength dJ7 Ligor dJ Skills: 1ighting dJ7 5uts dJ7 =otice dJ7 &tealth dK Pace: J; Parry: 3; Toughness: O ear: Rusty metal or chipped7 notched stone weapon8&trHd2. Special abilities: ●
,la-s: &trHd2
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=ndead: H* oughness7 H* to recover "rom
eing &haen. Called shots do no e4tra damage.
Ta-#a-7isch Ta-#a-7isch 1ound only in the lands once nown as Rhudaur7 the a1a-?isch is the ghost o" a cursed ,war" a very rare thing indeed. he a-1a-?isch appears as a stunted ut horrile shadowy "igure with glowing eyes and "lashing teeth. =o one is sure where they came "rom7 and any dwarves who may have an inling aren6t taling aout it. Attributes: 'gility dJ7 &marts dJ7 &pirit d$*7 &trength d$7 Ligor d$* Skills: 1ighting dK7 5uts d$*7 =otice d$* Pace: J; Parry: J; Toughness: $ Special abilities: Ethereal: a-"a-lisch are immaterial and can ●
only e harmed y magical attacs. ●
Fear *
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=ndead: H* oughness7 H* to recover "rom
eing &haen. Called shots do no e4tra damage.
Ring*raith*c6 Ring*raith*c6 he Ringwraiths7 Ringwraiths7 or =agl7 are terri"ying terri"ying creatures% creatures% ings7 swayed y evil and corrupted y the Ring7 their odies cast to the 'stral plane and their souls enslaved y &auron. his writeup is "or a QtypicalQ =agl7 and each has slightly varying ailities and powers. Attributes: 'gility dK7 &marts dK7 &pirit d$*7 &trength dK7 Ligor d$ Skills: 1ighting d$7 5uts d$7 Intimidation d$*7 =otice dK7 Riding d$*7 &tealth dK7 racing dJ7 :eariness d$H$ Pace: J; Parry: O; Toughness: 9 ear: ?ong sword8&trHdK ,o""on Edges% Command7 1ervor7 0old the ?ine!7 'rcane acgroun acground% d% (agic7 (agic7 &pecialiation% &pecialiation% &orcery7 &orcery7 0arder 0arder to Fill ,o""on Spells: 'we7 Bane-spell7 Enslave Beast7 1ear7 1og o" #ower7 ?oc/nloc8C7 #uppet7&ense #ower8C8'ility7 #ower8C8'ility7 &hatter7 :iard6s 0and Special abilities: ladeshatter: :eapons striing a vampire are ● automatically a""ected y a &easoned &hatter spell. lind: he nagul are lind7 seeing only ● shadows7 and hunting y sense o" smell. Because o" their heightened senses this lindness does not o"ten a""ect them7 ut invisile characters can e seen per"ectly well and the nagul gains a H* to hit invisile characters. lack reath: 'nyone who otches their roll ● against any 1ear-ased assault y a Ringwraith8either its natural aility7 the spell 1ear7 or even an Intimidation roll7 he or she succums to the Blac Breath. he character will tae $ level o" 1atigue. Each day he or she must mae a Ligor roll at -*; on a success7 the 1atigue level stays the same. I" healing hers are availale7 a raise will reduce the 1atigue level y $8curing it altogether i" the 1atigue level is only one. )n a "ailure7 the character taes another level o" "atigue. )n a otch7 he or she dies.
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5uts roll ust as i" it had approached "ire or running water7 and reacting the same8y succeeding7 running away7 or eing dispelled. Fear *2: =agl cause 5uts checs at - when present. within a Fast healer: 'll wounds are recovered within day. =ndead: H* oughness7 H* to recover "rom eing &haen. Called shots do no e4tra damage. =ndying: ' ringwraith that is QilledQ will re"orm within a "ew days. =n-earying: =agl are granted their power "rom the ,ar ?ord himsel". hey gain a H$ to any :eariness rolls. hey will not su""er any penalties "or "ailed rolls.
8am!ire # Encountered: $-3 Frequency: Lery Rare
?ittle is recalled o" the ancient7 near-mythical eings called vampires. (ost liely patron spirits o" ats who came to the side o" (orgoth7 these demons can "ly7 can o"ten cast spells7 and change their shape with the use o" magical cloas. hey made e4cellent guards7 spies7 and soldiers under (orgoth. hese creatures are most liely e4tinct y the hird 'ge7 though they may still e4ist in dar and evil places. Attributes: 'gility dK7 &marts dJ7 &pirit d$*7 &trength d$7 Ligor d$*H* Skills: 1ighting d$7 5uts d$7 Intimidation d$7 =otice dJ7 :eariness% d$H$ Pace: J; Parry: O; Toughness: $$ Special abilities: 4ing talons: &trHdJ ● cloas that that ,loak: Lampires have magical cloas ● allows them to use the &hape Change power at the 0eroic level at will. I" the vampire is illed7 the cloa may e taen y a hero. It will allow him to use &hape Change at will at his own ran. =n-earying: Lampires are granted their ● power "rom (orgoth. hey gain a H$ to any :eariness rolls. hey will not su""er any penalties "or "ailed rolls. ladeshatter: :eapons striing a vampire are ● automatically a""ected y a &easoned &hatter spell. Flight: Lampires may "ly $*A per round. ● =ndead: H* oughness7 H* to recover "rom ● eing &haen. Called shots do no e4tra damage.
3arg # Encountered: -$* Frequency: Common
:args are large7 demonic wolves. hey are smarter than normal wolves with their own gutteral language. ypically allies o" the orcs7 they o"ten allow themselves to e ridden into attle y those "oul creatures. =ot much is nown aout the origins o" these easts ut some theorie that they are the descendants o" the werewolves o" old. )thers elieve that they are wolves possessed y the spirits o" demons or slain werewolves. Attributes: 'gility dK7 &marts dJ7 &pirit dJ7 &trength dK7 Ligor dK
Skills: 1ighting dK7 5uts dK7 Intimidation dK7 =otice dJ Pace: $; Parry: J; Toughness: K Special abilities: ite:&trHdJ o /or the throat: :ith a raise on its attac ●
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roll7 the warg hits the target6s most wealyarmoed location. Fleet*/ooted: :args roll d$s intead o" dJs when running. =ndead: H* oughness7 H* to recover "rom eing &haen. Called shots do no e4tra damage.
3ere*"l$ 3ere*"l$ # Encountered: $-3 Frequency: Lery Rare
'nother ancient evil who6s true origins are lost in the mists o" time7 werewolves are great demonic wolves7 standing upright lie men and acting as one o" (orgoth6s most "aith"ul servants. ?ater when &auron captured the great hero Beren he ept him on an island o" werewolves. ?ie vampires7 werewolves may e the patron spirits o" wolves that have een corrupted and possessed the odies o" wolves or men or perhaps wargs8which came "irst7 the warg or the werewol"7 is a riddle never to e answered. :erewolves can spea in a growling voice and attac with their great claws7 ale to shapechange sutly "rom that o" a large wol" to a wol" with slightly manlie manlie "eatures - such as standing upright and grasping tools or weapons8though they pre"er to attac with tooth and claw. hey cannot tae human "orm nor are the other modern legends aout werewolves applicale to these eings o" shadow. &ome werewolves in the distant past were nown to grow to enormous sie and some7 eing demonic spirits7 doutless had magical powers. Gou may wish7 especially i" setting your game in the 1irst 'ge7 to increase the stats and sie o" some werewolves and give them spellcasting aility. Attributes: 'gility dK7 &marts dJ7 &pirit dK7 &trength dK7
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Magical po-ers: Evil rees sometimes emit a
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Plant: H* oughness7 H* to recover "rom eing
mist which acts as a Leteran &lumer spell. Ligor d$* Skills: 1ighting d$*7 5uts d$7 Intimidation d$7 =otice dK Pace: $; Parry: K; Toughness: $ Special abilities: ite:&trHdJ ● ● ,la-:&trHd2 Fleet*/ooted: :erewolves roll d$s intead o" ● dJs when running. =ndead: H* oughness7 H* to recover "rom ● eing &haen. Called shots do no e4tra damage.
Plants (vil Tree Tree Evil trees7 unlie 0uorns7 are not Ents which have ecome treeish and dar7 nor are they trees which have egun to awaen; rather7 they are trees which have een twisted y the darness o" the =ecromancer7 the :itching7 and other dar sorcerers7 possessed y evil spirits and which now attac other living things7 oth plant and animal. heir roots strangle other plants and ill them with to4ic secretions. # Encountered: $-$ Rare Frequency: Lery Rare Attributes: 'gility d27 &marts d28'7 &pirit dK7 &trength dK7 Ligor dJ Skills: 1ighting d27 5uts dK7 =otice d$* Pace: J; Parry: 2; Toughness: K Special abilities: ● Ar"or: Ar"or: H$ Si!e H* ● Fearless: Evil trees are practically mindless and ● "ear asolutely nothing. hey can e Intimidated y "ire though little else others them. ● 3""unity: Evil trees are immune to poison and disease. ● &i"b -hip: Evil trees strie with their "istlie ranches "or &trength damage. &i"b crush: Evil trees may grapple an ● opponent. )n a success they will li"t them in a huge handlie ranch and s>ueee "or &tr H dJ damage.
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&haen. Called shots do no e4tra damage. ,oes not su""er "rom poison or disease. 4eakness: 0as a 2-J chance o" catching "ire with any "ire-ased attacs.
u"rn 0uorns are hate"ul7 malevolent trees. &ome elieve they are Ents which have grown old and treeish; others that they are ancient trees which have egun to wae up into consciousness. In any event7 they are arely conscious7 yet many possess magical powers and all are "illed with a hatred "or "lesh-and-lood creatures7 though they themselves hate evil creatures lie orcs most o" all. hey may e calmed or even motivated to "ight y certain sentient eings8Ents7 some Elves7 characters lie om Bomadill. Bomadill. &pells o" command wor on them. 0uorns are surprisingly >uic7 and attac y crushing their opponents with lims or roots7 or y splitting open and itingA individuals inside its trun. # Encountered: $-3 Frequency: Lery Rare Attributes: 'gility d27 &marts d28'7 &pirit d$7 &trength d$*H7 Ligor d$* Skills: 1ighting dK7 5uts d$7 =otice d$* Pace: 2; Parry: J; Toughness: $J Special abilities: Ar"or: Ar"or: H ● Si!e H ● Fearless: 0uorns are practically mindless and ● "ear asolutely nothing. hey can e Intimidated y "ire though little else others them. ● 3""unity: 0uorns are immune to poison and disease. &i"b -hip: ' 0uorn may whip or punch with ● its roots or ranches "or &trength damage. choose to 5rapple 5rapple Trunk crush: ' 0uorn may choose ● an opponent. )n a raise7 it manages to draw the opponent into its trun7 crushing it "or &tr H d$ damage per round until they are "reed or "ree themselves. Plant: H* oughness7 H* to recover "rom eing ● &haen. Called shots do no e4tra damage. ,oes not su""er "rom poison or disease.
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Magical po-ers: 0uorns o"ten possess
magical powers which they use as &ongs o" #ower7 cast with the sound o" wind rustling through their leaves and ranches. ' typical 0uorn will have "rom $- powers. #owers possessed tend to include 1og o" #ower8all rans7 1orget"ulness8&easoned ran7 (isdirection8all rans7 #uppet8&easoned ran7 &lumer8&easoned ran. =ot all 0uorns will have these powers and some will possess them in greater or lesser versions. 4eakness: 0as a 2-J chance o" catching "ire with any "ire-ased attacs.
Part 9: )haracters "$ Middle-earth Middle-earth er"es "$ the #ree #re e Pe"!les &alin%&e$"re &alin%&e$"re TA ,;3)6 ,;3)6 6ank: Leteran Attributes: 'gility dJ7 &marts dK7 &pirit d$7 &trength dK7
Ligor d$* Skills: Climing dJ7 Cra"ting dJ7 1ighting d$*7 5uts dK7 Fnowledge% (ining d$7 =otice d$*H$7 &hooting dJ7 &tealth dJ7 racing d2 Pace: J; Parry: K; Toughness: K Edges% 'lertness7 Comat Re"le4es7 1ast 0ealer7&weep7 Duic ear: :arhammer8&trHd$
&alin%A$ter &alin%A$ter TA ,;3)6 ,;3)6 6ank: ?egendary Attributes: 'gility dJ7 &marts dK7 &pirit d$*7 &trength
d$7 Ligor d$* Skills: Climing dJ7 Cra"ting dJ7 1ighting d$*7 5uts d$*7 Intimidation dJ7 Fnowledge% (ining d$*7 =otice d$*H$7 &hooting dK7 &tealth dJ7 racing d2 Pace: J; Parry: 9; Toughness: $8$2 torso7 $3 arms7 legs7 and nec7 $ head Edges% 'lertness7 Bloc7 Comat Re"le4es7 1ast 0ealer7 1ervor7 Improved ough as =ails7 Improved &weep7 Inspire7 ?evel 0eaded7 =erves o" &teel7 =ole7 Duic ' magical warhammer that does H ear: 1elamahal to hit and H to damage against orcs. ,amage &trHd$. (agical ,warven chain mail with plate H$ #ot helm
&e"rn3)6 &e"rn3)6 6ank: ?egendary Attributes: 'gility d$*7 &marts dK7 &pirit d$7 &trength
d$*H$7 Ligor d$* Skills: Climing dJ7 1ighting d$*H*7 5uts d$*7 0ealing dK7 Improved ough as =ails7 Intimidation d$*7 =otice d$7 &hooting dJ7 &tealth d$7 racing d$* Pace: J; Parry: 9; Toughness: $$ Edges% 'lertness7 Beast Bond7 Beast (aster7 Berser7 Brawny7 Comat Re"le4es7 1ast 0ealer7 1reny7 Improved 1irst &trie7 Improved &weep7 Duic7 :oodsman ear: 5reat '4e8&trHd$* Special abilities:Skinchange: Beorn may ● shapeshi"t into a ear. 0e retains his sills and edges ut taes on all the physical characteristics o" a ear8see stats elow. Speak -ith Ani"als: Beorn can communicate ● with animals. =atural animals will never attac him and his home is "illed with animals that serve him7 though he does not see them as property or servants ut as "riends and companions.
&e"rn as a bear3)6 bear3)6
Beorn retains the &ills7 Edges and &pecial 'ilities he has in Beiaar "orm7 with the additions listed here. Attributes: 'gility dJ7 &marts dK7 &pirit d$7 &trength d$*H27 Ligor d$* Pace: K; Parry: 9; Toughness: $* Special abilities: ,la-s: &tr HdJ. ● Si!e $+ ●
Gandal$%The Gandal$%The Grey Grey !re-'death'%3) !re-'death'%3) 6ank: ?egendary Attributes: 'gility d$7 &marts d$7 &pirit d$*7 &trength
d$7 Ligor d$* Skills: Cra"ting% dK7 1ighting d$*7 5uts d$*7 Intimidation d$7 Fnowledge% 0istory o" (iddle-earth d$*7 Fnowledge% 'rcana d$*7 d$*7 =otice d$*7 &hooting &hooting dJ7 Ride Ride d$*7 d$*7 &tealth &tealth dK7 racing dK7 :eariness d$*H* Pace: J; Parry: K; Toughness: $ ear: &ta"" Edges% Command7 1ervor7 1ocus7 0old the ?ine!7 'rcane acground% (agic7 &pecialiation% 1ire &moe and ?ight7 &pecialiation% &pecialiation% &ecret 1ire7 0arder to Fill7 :iard7 &ta""7 Rapid Recharge7 1inal &trie
Lenge"ul8(aor or indrances: 'rrogant7 Lenge"ul8(a Spells: 'we7 Blast7 Burning &pars7 Burst7 ,ispel7 Elemental (anipulation8all7 ?ight7 ?oc/nloc8C7 &eal/nseal7 &hatter7 &moeshaping7 :iard6s 0and Special abilities: Maiar: =o e4tra damage "rom called shots; ● 1earless; Immune to disease and poison; Immune to non-magical attacs; H* oughness; H* to recover "rom eing &haen; H* to :eariness. ● Sense Po-er: 5andal" has developed this spell into an aility that he can use "reely.
Gandal$%The Gandal$%The 3hite 3hite !"st-'death'%3) !"st-'death'%3) 6ank: ?egendary Attributes: 'gility d$7 &marts d$*7 &pirit d$*7 &trength
d$7 Ligor d$* Skills: Cra"ting% dK7 1ighting d$*7 5uts d$*7 Intimidation d$*7 Fnowledge% 0istory o" (iddle-earth d$*7 Fnowledge% 'rcana d$*H$7 d$*H$7 =otice d$*7 &hooting &hooting dJ7 Ride d$*7 &tealth dK7 racing dK7 :eariness d$*H* Pace: J; Parry: K; Toughness: $ ear: &ta"" Edges% Command7 1ervor7 1ocus7 0old the ?ine!7 'rcane acground% (agic7 &pecialiation% 1ire &moe and ?ight7 &pecialiation% &pecialiation% &ecret 1ire7 0arder to Fill7 :iard7 &ta""7 Rapid Recharge7 1inal &trie Lenge"ul8(aor or indrances: 'rrogant7 Lenge"ul8(a Spells: 'rmor7 'we7 Blast7 Burning &pars7 Burst7 Command7 ,ispel7 Elemental (anipulation8all7 ?ight7 ?oc/nloc8C7 &eal/nseal7 &hatter7 &moeshaping7 :iard6s 0and Special abilities: Maiar: =o e4tra damage "rom called shots; ● 1earless; Immune to disease and poison; Immune to non-magical attacs; H* oughness; H* to recover "rom eing &haen; H* to :eariness. 3n5ulnerable: 5andal" is all ut invulnerale ● a"ter his return. )nly magical weapons and sorcery could possily harm him.
Ligor dK Skills: Climing dJ7 Cra"ting dJ7 1ighting dK7 5uts dJ7 Fnowledge% (ining dK7 =otice dJ7 &hooting dJ Pace: J; Parry: J; Toughness: J Edges% 1irst &trie7 1reny7 Duic indrances: &tuorn ear: Battle '4e8&trHd$
Th"rin +++%a/enshield +++%a/enshield TA ,=3)6 't the time o" the Duest o" Ereor7 horin horin )aenshield )aenshield is >uite old. 'n incredile warrior in his younger days8or so the stories are told7 his ailities have waned a it here. 6ank: Leteran Attributes: 'gility dJ7 &marts dJ7 &pirit d$7 &trength dK7
Ligor d$ Skills: Climing dJ7 Cra"ting d$*7 1ighting d$7 5uts dK7 Intimidation dJ7 Fnowledge% (ining d$*7 =otice d$*7 &hooting d$7 &tealth dJ7 &urvival dJ7 racing dJ Pace: 3; Parry: $; Toughness: K Edges% Command7 0old the ?ine!7 Improved Bloc7 =ole7 &weep7 Duic indrances: Elderly7 5reedy7 (ean ear: )rcrist7 magical elven sword that does H damage to orcs and has 'lert permanently enchanted upon it7 glowing lue when orcs are near. ,amage is &trHdK.
Servants "$ the (ye G"llum%3) G"llum%3) 6ank: Leteran Attributes: 'gility d$7 &marts dJ7 &pirit d27 &trength
d$7 Ligor d$ Skills: 1ighting dK7 5uts d27 =otice dJ7 &tealth dK7 racing dK Pace: J; Parry: J; Toughness: O Edges: 'lertness7 ?uc7 Duic7 0arder to Fill indrances: (ean7 &tuorn7 gly7 Lenge"ul8(aor7 Gellow Special abilities: Throttle: (ay grapple as per the grapple rules. ● I" success"ul7 5ollum will do &tr damage each round until his opponent reas "ree7 dies7 or he lets him go.
>ham0l%3) >ham0l%3) 6ank: ?egendary
&le variant =agl7 he acts as &auron6s ?ieutenant over (irwood. Attributes: 'gility d$7 &marts dK7 &pirit d$*7 &trength d$7 Ligor d$* Skills: 1ighting d$7 5uts d$7 Intimidation d$*7 =otice dK7 &tealth dK7 racing d$ Pace: J; Parry: O; Toughness: $8$J to head 8oughness H to ear: ?ong sword8&trHdK7 ,ragonhelm 8oughness head7 additional H$ on :eariness rolls when using magic as well as a H$ on any rolls to resist magical e""ects7 ,ragon-scale armor8totally unencumering armor that protects as plate Edges% Command7 1ervor7 0old the ?ine!7 'rcane acground% (agic7 &pecialiation% &orcery7 0arder to Fill ate /or the sun: Fhamul in particular hates ● the sun and acts at -2 in it.
Saruman%Pre-3"tR Saruman%Pre-3"tR%3) %3) 6ank: ?egendary Attributes: 'gility d$7 &marts d$7 &pirit d$*7 &trength
d$7 Ligor d$* Skills: Cra"ting% d$*7 1ighting d$*7 5uts d$7 Intimidation d$*7 Fnowledge% 0istory o" (iddle-earth d$*H$7 Fnowledge% 'rcana d$*H$7 =otice d$*7 &hooting dJ7 Ride d$*7 &tealth dK7 racing dK7 :eariness d$* Pace: J; Parry: O; Toughness: $ ear: &ta"" Edges% Command7 1ervor7 1ocus7 0old the ?ine!7 'rcane acground% (agic7 &pecialiation% &orcery7 &pecialiation% &peech and Command7 0arder to Fill7 :iard7 &ta""7 &anctum8Isengard7 Rapid Recharge7 1inal &trie Lenge"ul8(aor indrances: 'rrogant7 Lenge"ul8(aor
Spells: Bane-spell7 Change 0ue8C7 &hatter7 #uppet7
Enslave Beast7 1ear7 ?oc/nloc8C7 &eal/nseal7 1og o" #ower7 :iard6s 0and Special abilities: A-e: &aruman6s aility to in"luence with his ● melodic voice may e used at will. ● Maiar: =o e4tra damage "rom called shots; 1earless; Immune to disease and poison; Immune to non-magical attacs; H* oughness; H* to recover "rom eing &haen; H* to :eariness. Sense Po-er: &aruman has developed this ● spell into an aility that he can use "reely.
Saruman%P"st-3"tR Saruman%P"st-3"tR%3) %3) 6ank: ?egendary Attributes: 'gility d$7 &marts d$7 &pirit d$7 &trength
d$7 Ligor d$* Skills: Cra"ting% d$*7 1ighting d$*7 5uts d$7 Intimidation d$*7 Fnowledge% 0istory o" (iddle-earth d$*H$7 Fnowledge% 'rcana d$*H$7 =otice d$*7 &hooting dJ7 Ride d$*7 &tealth dK7 racing dK7 :eariness d$ Pace: J; Parry: O; Toughness: $ ear: &ta"" Edges% Command7 1ervor7 1ocus7 0old the ?ine!7 'rcane acground% (agic7 &pecialiation% &orcery7 &pecialiation% &peech and Command7 0arder to Fill7 :iard7 &ta""7 &anctum8Isengard7 Rapid Recharge7 1inal &trie Lenge"ul8(aor or indrances: 'rrogant7 Lenge"ul8(a Spells: Bane-spell7 Change 0ue8C7 &hatter7 1ear7 ?oc/nloc8C7 &eal/nseal7 :iard6s 0and Special abilities: A-e: &aruman6s aility to in"luence with his ● melodic voice may e used at will. Maiar: =o e4tra damage "rom called shots; ● 1earless; Immune to disease and poison; Immune to non-magical attacs; H* oughness; H* to recover "rom eing &haen; H* to :eariness.
Saur"n%3) 6ank: ?egendary Attributes: 'gility d$*H$7 &marts d$*H$7 &pirit d$*H37
&trength d$*H38d$*HK7 d$*H38d$*HK7 Ligor d$* Skills: Cra"ting% d$*7 1ighting d$*H27 5uts d$*7
Intimidation d$*7 Fnowledge% 0istory o" (iddle-earth d$*H$7 Fnowledge% 'rcana d$*H$7 =otice d$*7 &hooting d$*H27 Ride d$*7 &tealth dK7 racing dK7 :eariness d$*HO Pace: J; Parry: 9; Toughness: $28$9 ' great7 lac mace7 specially ear: he &hadow (ace enchanted y &auron7 which does &trHd$H damage and is H to hit. It is enchanted with 'lert and will glow r ed when near Elves7 and has a HJ to hit onus and HJ damage8instead o" H when used against them. It can turn invisile at &auron6s will. ' large ithilnaur sword which does he Blac &word &trHdKH* damage and is H* to hit. he damage and to-hit onus is H2 versus Elves. )n a critical hit7 the additional dJ damage will e either cold or heat damage is &auron desires8heat damage will cause the victim to catch "ire on a 3-J on $dJ. he 5auntlet o" &laying (ade o" lac steel and lac dragon scale7 it adds H to the user6s &trength and has &hatter permanently enchanted upon it7 automatically
casting &hatter upon any oect it grasps8this is a grapple action. nencumering armor armor and helmet o" he Blac &cale nencumering lac steel and lac dragonscale7 this adds 3 toughness to every location on &auron6s ody. &hould &auron recover the )ne Ring7 it he )ne Ring &hould grants him the "ollowing onuses8among many others% Invisiility Invisiility at will; H3 oughness; 'll spell ranges increased y 4 or to line o" sight8whichever sight8whichever is greater; 'ny spell spell cast automatically automatically succeeds succeeds with with no change change o" "ailure8may still e resisted7 ut no roll is necessary "or casting purposes; purposes; H3 on all rolls "or everything8all everything8all traits7 damage rolls7 etc; complete resistance to all magical e""ects and spells used against him. Edges% Brawny7 Command7 1ervor7 1ocus7 0arder to Fill7 1lorentine7 1reny7 0old the ?ine!7 Improved Bloc7 Improved ough as =ails7 Improved &weep7 &anctum8oth ,ol 5uldur and Barad-dur7 &chool &pecialiation% &orcery Spells: &auron may use any spells at any ran at will7 e4cept "or &ecret 1ire spells which he has no access to. Special abilities: Maiar: =o e4tra damage "rom called shots; ● 1earless; Immune to disease and poison; Immune to non-magical attacs; H* oughness; H* to recover "rom eing &haen; H* to :eariness. : &auron is the most terri"ying and evil ● eing to still dwell in (iddle-earth. ● Si!e $.: &auron is a large opponent7 standing aout K6 tall. ● =n-earying: &auron is granted his power "rom (orgoth. 0e gain a H$ to any :eariness rolls. 0e will not su""er any penalties "or "ailed rolls.
Shel"b%3) Shel"b%3) 6ank: ?egendary Attributes: 'gility d$7 &marts dJ7 &pirit dK7 &trength
d$*H*7 Ligor d$* Skills: Climing d$*7 1ighting d$7 5uts dK7 Intimidation d$*7 =otice dK7 &tealth dK Pace: K; Parry: J; Toughness: $8$$ to eyes Si!e $ ● ● Ar"or $+: E4cept the eyes Fear $+ ● Fleet Footed: &helo rolls a dK when running ● instead o" a dJ. ,la-s: &trHdK8may use two per round i" ● desired7 with normal penalty "or two actions ● orns: &tr Hd$8may use once per round7 along with claws with normal penalty "or multiple actions Poison: (ay ite "or &tr damage. I" player ● taes a wound7 mae a Ligor roll or "all into a deathlie state immediately which lasts 2dJ hours. 8(ay use this ite once per round7 along with other attacs with normal penalty "or multiple actions.
The 3itch 3itch >ing "$ Angmar%3) Angmar%3) he :itch-ing was a power"ul human sorcerer-ing sorcere r-ing and he now leads the =ine. 0is &pecial 'ilities are the same as those o" other Ringwraiths e4cept "or his Baclash o" Evil. 'dditionally7 the :itch-ing su""ers no ill e""ects "rom sunlight or water. Attributes: 'gility d$7 &marts d$7 &pirit d$*7 &trength d$7 Ligor d$* Skills: 1ighting d$*7 5uts d$*7 Intimidation d$*7 =otice d$7 Riding d$*7 &tealth dK7 racing dK7 :eariness d$*H Pace: J; Parry: K; Toughness: $ ear: ?ong sword8&trHdK7 (orgul Blade ,o""on Edges% Command7 1ervor7 0old the ?ine!7 'rcane acground acground%% (agic7 (agic7 &pecialiation% &pecialiation% &orcery7 &orcery7 0arder 0arder to Fill ,o""on Spells: 'we7 Bane-spell7 Enslave Beast7 1ear7 1og o" #ower7 ?oc/nloc8C7 #uppet7&ense #ower8C8'ility7 #ower8C8'ility7 &hatter7 :iard6s 0and attacs done to the acklash o/ E5il: 'ny attacs ● :itch-ing will cause a &hatter spell to the weapon that he is hit with7 and an automatic *dJ damage to the attacer. he attacer must also mae a Ligor chec or lose the use o" one side o" their ody. ' otched roll results in the character "alling unconscious immediately. 0e may tae wees to recover.
Skills: 1ighting d$7 5uts d$*7 Intimidation d$*7 =otice
dK7 &tealth d$7 racing d$ Pace: J; Parry: O; Toughness: $O Special abilities: Talons: &trH$dK Stench: 1ell Beasts give o"" a horrile stench. ●
'nyone close enough enough to engage engage in hand-to-hand hand-to-hand comat must mae a Ligor chec or tae $ level o" 1atigue due to nausea and retching. his will disappear as soon as the character is away "rom the odor. his chec only needs to e made once per encounter. Si!e HJ
● ●
Ar"or H
●
ardy
●
Flight: $*A7 Clim A
The 3itch->ing's 3itch->ing's #ell #ell &east &east Attributes: 'gility dJ7 &marts d28'7 &pirit d$7 &trength
d$*H7 Ligor d$*
Part 5: A!!endices A: Racial (?!erience (?!erienc e Penalties I" you have chosen to use e4perience penalties to compensate "or more power"ul races in (iddle-earth7 the character must pay o"" their e4tra ailities y way o" cashing in hal" their e4perience until these are paid "or. he player should eep note o" how many e4perience points he or she is in detA "or7 and spend hal" o" all points earned8rounded up or down7 it doesn6t matter to pay o"" this e4perience point det. he chart will tel you e4actly how many points are owedA "or playing the given race. ,warves - $ Elves - * (an7 ,unadan - $3 (an7 =orthman - 3
&: Sam!le Rand"m (nc"unter )harts c: )"mbat Summaries his summary will help as a >uic re"erence re"erenc e during comats and is not meant to e complete. 1or more details please consult the "ull description o" the given creature in #art *. Creatures that use the same stats as creatures "rom the Core Rules such as ears7 swarms7 wolves7 dragons7 and so "orth are not listed here. ,reature
Spirit
Strength
?igor
Fighting@Shooting
uts
Parry Toughness Special
at Enor"ous reat
,K
,J
,J
dJ/=ill
,J
3
3
Bite &trHdJ
Fell east
,K
,$*H*
,$*
dK/=ill
,$*
J
$J
alons &trHdK &tench 0ardy
?arge reat Eagle
,$*
,$*H3
,$ *
d$/=ill
,$*
O
$3
alons &trHdJ Bea &trHdK ?arge