LOTRfan
2010-08-01, 04:21 PM
At the suggestion of Admiral Squish, I'm putting all the monsters for Lord of the Rings (and related books)in this thread, and will update it when I can. If there are any comments or questions (or suggestions on how to make them better), feel free to post (I'd appreciate it).
Map of Middle-Earth
For those not familiar with Middle-Earth (this should help with the environment part of the statistics block too).
http://tolkiengateway.net/w/images/4/4e/Chris_Taylor_-_Middle-earth.jpg
Map of Beleriand
Many Ancient Evils come from Beleriand, a land flooded by the Ocean during the War of Wrath.
http://tolkiengateway.net/w/images/5/55/John_Howe_-_Beleriand_and_the_North.jpg
Orcs
Moria Goblin, 1st Level Warrior
Small Humanoid (Orc)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 13 (+2 leather armor, +1 size), touch 11, flat footed 13
Base Attack/Grapple: +1/-2
Attack: Short sword +2 melee (1d4+1 damage), or shortbow +1 ranged (1d4 damage)
Full Attack: Short sword +2 melee (1d4+1 damage), or shortbow +1 ranged (1d4 damage)
Space/Reach: 5ft./5ft.
Special Attacks: Battle-shriek
Special Qualities: Resistance to Poison, Light Blindness
Saves: Fort +4, Ref +2, Will -1
Abilities: Str 13, Dex 11, Con 14, Int 8, Wis 9, Cha 6
Skills: Hide +2, Move Silently +2, Climb +12, Craft (Siegecraft) +4
Feats: Lightning Reflexes
Environment: The Mines of Moria
Organization: Solitary, swarm (5-20), troop (15-35 plus 1-4 Cave Trolls plus 1 3rd level leader for every 10 goblins), or tribe (100-850 plus 5-10 cave trolls plus 1 3rd level leader for every 10 goblins plus 1 8th level leader for every 200 goblins plus 1 14th level chieftain)
Challenge Rating: ½
Treasure: Standard
Alignment: Often Lawful evil
Advancement: By character class
Level Adjustment: +0
Light Blindness (Ex): Sudden exposure to bright light (such as sunlight or a daylight spell) blinds Moria for 1 round. In addition, they take a –1 circumstance penalty on attack rolls, saves, and checks when in bright light (as though dazzled). In addition, for every hour left in the sun, a Moria Goblin must make a fort save (DC 10 + number of hours in sunlight), or suffer 1d6 nonlethal points of damage. This damage does not heal until the Moria Goblin is in complete darkness, and even then, the damage heals by one point per hour.
Battle-Screech (Ex): Once per day as a standard action, a Moria Goblin can emit a horrible shriek as a 15-foot-radius burst centered on itself. Any creature in the affected area gets a -1 morale penalty to attacks and skill checks. A successful Reflex save (DC 10 + 1/2 the Moria Goblin’s character level + the Moria Goblin’s Con modifier) prevents the morale penalty. A barbarian can use it’s shriek when raging.
The shriek’s penalty increases by 1 at 3rd level and every three levels thereafter (-3 at 6th, -4 at 9th, and so on), up to a maximum of a -5 penalty at 12th level.
Resistance to Poison: Orcs are infamous for their use of poisoned arrows, and the Goblins of Moria are no exception. Unlike others of their kind, the Moria Goblins regularly war with each other over the scarce territory. As a result, after centuries of poisoning each other, they have adapted to poisons of many kinds and get a +2 bonus to all Fortitude saves to prevent the effects of poison.
Skills: Due to their longer arms and ape-like build, Goblins of Moria have a +4 racial bonus on Climb checks. All Orcs (creatures with the Orc subtype) have a +5 bonus to Craft (Siegecraft) checks.
--------------------------------------------------------------------
History
The Orcs of the Misty Mountains are a nasty breed indeed. Among the worst are the Goblins of Moria, small but cruel Orcs that inhabit the old Dwarven kingdom of Khazad-Dûm. Long have they lived under the earth, like a stain beneath the Misty Mountains since the first age of the world ended. They lived in Mount Gundaband for a time, before conquering the Dwarven city after its original inhabitants were killed by a powerful demon of smoke and fire. Khazad-Dûm was forever known afterwards as Moria, or “Black Chasm” in the tongue of the Wood-elves.
They inhabited the Mines of Moria for many years, and slowly corrupted and twisted it. They maintained Moria through several conflicts, including the War of the Dwarves and Orcs (in which their leader, Azog, fell), and the Battle of Five Armies (which resulted in the death of Bolg, son of Azog, and the routing of many Orc-holdouts by the Beornings afterwards).
Campaign Notes (War of the Ring)
Now, the Goblins of Moria are amassing in power once more. They are multiplying and attacking in numbers that have not been seen since their assault on Erebor. Under the leadership of a new king, they are allying themselves with several other natives of the Misty Mountains. Currently, they are attempting to ally with Dol Guldur, while emissaries of the White-Hand arrive from the south to sway them to Isengard’s will. Regardless of who they ally with, the combined forces of both factions will be able to gain unrivalled dominance in the land west of the Misty Mountains, Eriador.
Descriptions:
The orcs of Middle-Earth have a variety of appearances. These are three samples of how different members of this race can look:
A small, pale green orc with a bat-like face charges, sword drawn. It shouts out orders to its inferiors, with a bloodlust in his eye.
A small goblin with black skin and red eyes appears out of the dark tunnel ahead. Running swiftly, it heads towards you, gnashing its teeth.
A squat, swarthy bug eyed goblin can be seen climbing on the wall. It draws its sword, and drops itself onto one of your companions, shrieking all the way down.
Picture
http://www.spraygraphic.com/storage2/member_files/7787/picture/600_5efe91769bc1b4d37188dca86f818a3a.jpg
A Moria Goblin (Movie Trilogy)
*For those who aren't familiar with Tolkien's works, the word Goblin is interchangeable with Orc.
Snuffler, 1st Level Warrior
Medium Humanoid (Orc)
Hit Die:1d8+1 (5 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+2 leather armor +1 Dodge), touch 10, flat footed 13
Base Attack/Grapple: +1/+1
Attack: Dagger +1 melee (1d4 damage), or longbow +2 ranged (1d8+1 damage)
Full Attack: Dagger +1 melee (1d4 damage), and longbow +2 ranged (1d8+1 damage)
Space/Reach: 5ft./5ft.
Special Attacks: ----
Special Qualities: Light Blindness, Scent
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Skills: Survival +4 (+10 when tracking), Listen +2, Spot +2, Craft (Siegecraft) +5
Feats: Track, Dodge
Environment: Mordor
Organization: Solitary, or tracking group (1-2 Snufflers plus 1-5 Warrior Orcs)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +0
Light Blindness: Sudden exposure to bright light (such as sunlight or a daylight spell) blinds Snufflers for 1 round. In addition, they take a –1 circumstance penalty on attack rolls, saves, and checks when in bright light (as though dazzled). In addition, for every hour left in the sun, a Snuffler must make a fort save (DC 10 + number of hours in sunlight), or suffer 1d6 nonlethal points of damage. This damage does not heal until the Snuffler is in complete darkness, and even then, the damage heals by one point per hour.
Scent (Ex): Snufflers can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature is detected, the Snuffler does not know its exact location.
Skills: Snufflers get an extra +2 racial bonus to Survival skills when tracking, and gains an additional +4 from the scent quality. Like all Orcs, Snufflers gain a +5 bonus to Craft (Siegecraft).
Feats: Snufflers gain Track as a racial feat.
History
The Snufflers of Middle-Earth were bred by Sauron from the fastest, most perceptive of Orcs. They make perfect trackers, often used to follow fleeing soldiers in the constant battles in Osgiliath and Ithilien. With their overdeveloped sensory organs (and one large nostril), they tend to be highly effective in their tasks. Generally, they are deployed with the stronger common Orcs that eliminate a threat once it has been found. Still, Snufflers are able to skillfully slay inexperienced adventurers, using their enhanced dexterity and knowledge of the surrounding wilderness.
Campaign Notes (War of the Ring)
Almost all of the Orc tribes of Middle-Earth have access to at least one or two Snufflers. If a party of adventurers or heroes ever bite off more than they can chew and flee, it can be guaranteed that a Snuffler and company are not far behind.
Sample Descriptions:
An Orc, slightly smaller then the others, appears ahead, sniffing the ground and growling. It seems to pick up a scent, and convinces his companions to follow.
An Orc with pale red skin and a large nostril appears. He seems to have unnatural talent at noticing his surroundings, as he knows that someone is watching him. He just doesn’t know it’s you.
A black orc stares down at you from atop a hill ten yards away. He starts shouting, “They’re o’er here!”
Picture
http://community.lotro-europe.com/images/microsites/lotro/Goblin%201.jpg
An Snuffler
Uruk-hai, 3rd Level Warrior
Medium Humanoid (Orc)
Hit Die: 3d8+3 (15 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (40 ft. when not in armor)
Armor Class: 16 (+5 breast plate, +1 light steel shield), touch 10, flat footed 16
Base Attack/Grapple: +3/+5
Attack: Longsword +5 melee (1d8+2 damage), or composite longbow +3 ranged (1d8 damage)
Full Attack: Longsword +5 melee (1d8+2 damage), or composite longbow +3 ranged (1d8 damage)
Space/Reach: 5ft./5ft.
Special Attacks: ----
Special Qualities: Ferocity, Damage Reduction 1/--, Tireless, low-light vision
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 15, Dex 11, Con 14, Int 10, Wis 11, Cha 6
Skills: Craft (Siegecraft) +5, Intimidate +4, Spot +6, Listen +6, Survival +6
Feats: Endurance, Power Attack, Cleave
Environment: Rohan
Organization: Solitary, or battle-group (10-50 Uruks plus 1 5th level Uruk for every 10)
Challenge Rating: 3
Treasure: Standard
Alignment: Often Lawful Evil
Advancement: By character class
Level Adjustment: +2
Ferocity (Ex): An Uruk is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Tireless (Ex): Uruk-hai are bred to always be able to fight, no matter what the conditions. They do not need to make Con checks because of forced march, and do not suffer any of the effects of sleep deprivation. This grants Endurance as a bonus feat.
History
The Uruk-hai of Isengard are a new breed of Orc introduced a few years ago. Saruman bred them from the mixing of human and Orc blood, similar to the methods used by Sauron to create his race of Uruk-hai earlier in the Third Age. Uruk-hai, a name that literally translates to “Orc-folk” from Blackspeech, are most likely the toughest race of Orcs in existence.
Campaign Notes (War of the Ring)
Currently, there are over ten thousand Uruk-hai of Isengard in the world, but that number is increasing every day. They have recently been raiding the nearby country of Rohan. The King, Théoden, does nothing to stop their advance.
A group of Orcs step out into the clearing. They are very peculiar looking, for Orcs. They seem to have a uniformed appearance, each wearing the same type of armor with light metal shields. Painted of their equipment is the symbol of Isengard, the White-Hand. Unlike common Orcs, these creatures are nearly man-high and stand erect. They don’t wield the curved blades that is signature for most Orcs, instead using large, straight-edged ones.
Picture
http://lotro.onlinewelten.com/uploads/gallery/21/pic-1083.jpg
A vicious Uruk
Black Orc, 1st Level Warrior
Medium Humanoid (Orc)
Hit Die: 1d8+3 (7 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (40 ft. when not in armor)
Armor Class: 14 (+4 scale), touch 10, flat footed 14
Base Attack/Grapple: +1/+3
Attack: Shortsword +3 melee (1d6+2 damage)
Full Attack: Shortsword +3 melee (1d6+2 damage)
Space/Reach: 5ft./5ft.
Special Attacks: ----
Special Qualities: Ferocity, Tireless, light sensitivity, darkvision 60 ft.
Saves: Fort +5, Ref +0, Will +2
Abilities: Str 15, Dex 11, Con 16, Int 8, Wis 11, Cha 6
Skills: Craft (Siegecraft) +5, Intimidate +2, Spot +2, Listen +2
Feats: Endurance, Iron Will
Environment: Morannon
Organization: Solitary, or horde (6-83 Uruks plus 1 5th level Uruk for every 10)
Challenge Rating: 1
Treasure: Standard
Alignment: Often Chaotic Evil
Advancement: By character class
Level Adjustment: +2
Ferocity (Ex): An Uruk is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Tireless (Ex): Uruks are bred to always be able to fight, no matter what the conditions. They do not need to make Con checks because of forced march, and do not suffer any of the effects of sleep deprivation. This grants Endurance as a bonus feat.
Light Sensitivity (Ex): Black Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
History
The original Uruk-hai were created in Mordor during the mid-Third Age. Sauron made them to improve the common Orcs and make them more resistant against the sun. The Uruks made their first appearance in battle when they marched out of Mordor in year 2475 of the Third Age, where they finally rendered Osgiliath uninhabitable and conquered Minas Morgul. These Uruk-hai appear more Orkish than the Isengarders, and are less adapted to the sun.
Campaign Notes (War of the Rings)
The Black Orcs currently live in huge Uruk-pits dotting the mountains near the Black Gate of Morannon. They are the ever-watching guardians of Mordor, and as a result are nicknamed “Morannon Orcs.” Isengard’s Uruk-hai are an improved version of this race, and each subrace believes the other to be inferior.
Descriptions
A large, gray Orc with pustules appears, wearing armor with the Great Eye painted on it. He growls, baring his yellowed teeth.
A man-sized Orc with dark green skin appears from the darkness. His stringy black hair covers only a few parts on his head. He appears to be suffering from some sort of poisonous condition.
A large Uruk with fair skin appears ahead. He is partially disfigured, as though a disease has previously ravaged his body.
Picture
http://angel.cs.msu.su/~salnikov/gilrond/Images/John_Howe/uruk-hai.jpg
A troop of Uruk-hai of Mordor
Boldog
Medium Outsider (Native, Orc)
Hit Die: 20d8+180 (260 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 21 (+6 natural +5 chainmail), touch 10, flat footed 21
Base Attack/Grapple: +20/+27
Attack: Keen Longsword +27 melee (1d8+7 damage), or Wounding dagger +27 melee (1d4+7 damage plus 1 con damage)
Full Attack: Keen longsword +27 melee (1d8+7 damage), and Wounding dagger +21 melee (1d4+7 damage plus 1 con damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding Flash
Special Qualities: Command Orc, Aura of Bolstering, Aura of Intimidation, Damage Reduction 10/Elven
Saves: Fort +19, Ref +15, Will +19
Abilities: Str 24, Dex 16, Con 28, Int 26, Wis 25, Cha 27
Skills: Bluff +24, Diplomacy +22, Intimidate +28, Heal +16, Spot +15, Listen +8, Knowledge (History) +35, Craft (Siegecraft) +5
Feats: Power Attack, Cleave, Great Cleave, Lightning Reflexes, Iron Will, Persuasive, Quick Draw
Environment: Any (usually somewhere with Orcs)
Organization: Solitary, or tribe (1 Boldog plus 20-700 Orcs of any kind)
Challenge Rating: 21
Treasure: Double Standard
Alignment: Always Lawful Evil
Advancement: 21-40 HD (Medium)
Level Adjustment: -----
Dominate Orc (Sp): A Boldog can control an Orc as though through a dominate spell. To remain in control of themselves, they must make a Will save (DC 33).
Aura of Bolstering (Su): When within 60 ft. of the Boldog, allies gain a +2 bonus to all attack, damage, and skill rolls. If brought into an anti-magic field, this ability can be activated as a free action after leaving it.
Aura of Intimidation (Su): When within 30 ft. of a Boldog, enemies have a -2 penalty to all attack, damage, and skill rolls. If brought into an anti-magic field, this ability can be activated as a free action after leaving it.
Blinding Flash (Su): When killed, a flash of bright red light appears from the killing wound. It is not certain what makes this flash (some Elves speculate it is the creature's fëar dying forever), but it causes all creatures within 30 ft. are treated as blinded for two rounds.
History
Boldogs have been integrated into Orc society since before the First Age. They are among Morgoth's most fanatical followers. They chose to become incarnated into Orkish hröa permanently. They are immortal, and live usually as leaders of Orcs. Morgoth used them to keep Orcs organized and to restrain the Orcs' chaotic tendencies. Few still live (the most prominent, the Great Goblin of Goblin-town, died decades ago), but they are highly feared. When a Boldog dies, it does not revert to Eälar form. Some say that their fëar are totally destroyed upon death.
Campaign Notes (War of the Ring)
Rumors speak of a large Orc organizing the Goblins in Moria, preparing for war with Eriador. The Goblins almost worship him, as though he is a lesser god...
A great Orkish military leader going by the name of Gothmog has been appearing leading armies by the borders of Mordor. He is the Witch-king's second in command, and some say that he is not an Orc, but something more powerful that has taken Orc form.
An Orc appears, but something seems slightly off. This Orc is of great stature, even taller then the Uruk-hai, and the air around him seems cold and stale. This thing is no mere Orc....
Picture
http://tolkiengateway.net/w/images/b/b5/John_Howe_-_The_Great_Goblin.jpg
The Great Goblin, who Tolkien suggested might have been a Boldog in his later writings.
Dragons
Scatha
Colossal Dragon (Urulóki, Great)
Hit Points: 1,200
Initiative: +5
Speed: 20 ft. (4 squares), burrow 40 ft.
Armor Class: 26 (-4 size, +5 Dex, +25 natural), touch 6, flat footed 21
Base Attack/Grapple: +48/+76
Attack: Bite +65 melee (4d6+17 damage)
Full Attack: Bite +65 melee (4d6+17 damage)
Space/Reach: 30 ft./ 35 ft.
Special Attacks: Fiery Breath, improved grab, swallow whole
Special Qualities: Tremor sense 60 ft., Scent, immunity to paralysis, Dragon-spell, Damage Reduction 16/Dwarven
Saves: Fort +35, Ref +28, Will +34
Abilities: Str 32, Dex 20, Con 34, Int 19, Wis 10, Cha 15
Skills: Appraise +55, Intimidate +53, Handle Animal +51, Bluff +53, Sense Motive +51, Listen +23
Feats: Awesome Blow, Cleave, Improved Bullrush, Power Attack, Weapon Focus (Bite), Improved Toughness, Great Cleave, Great Fortitude, Iron Will, Lightning Reflexes, Improved Natural Attack (Bite), Crush (4d8)*, Improved Scent*, Irresistible Gaze*, Thick-Skinned (3)*
Environment: Grey Mountains
Organization: Dead
Challenge Rating: Mid-20s
Treasure: Quadruple Standard
Alignment: Neutral Evil
Breath Weapon (Su): Scatha can breathe a 30 ft. cone of fire, which deals 12d10 points of fire damage. The reflex save DC required to cut the damage in half is 46.
Improved Grab (Ex): To use this ability, Scatha must hit an opponent of up to one size smaller with its bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): A creature grappled because of Scatha’s bite attack can be swallowed automatically next time he has a turn. Those swallowed suffer 1d8+12 crushing damage plus 1d8 fire damage plus 8 acid damage every round from the Scatha’s stomach. To escape, 30 points of slashing or piercing damage must be done to the his stomach (AC 23). If the swallowed creature escapes the grapple, success puts it back in the Scatha’s mouth, where it may be bitten or swallowed again.
Dragon-spell (Sp): At will, Scatha can cast his dragon-spell by gazing at an enemy. The enemy must succeed on a Will save (DC 36), or be effected. Dragon-spell has a number of effects, and Scatha chooses the effect before gazing. They can be Charm Person, Charm Monster, Dominate Person, Dominate Monster, Hold Person, Hold Monster, or Mind Blank. They are cast as though by a 20th level Sorcerer.
*Feats are from Savage Species.
History
Scatha was a Great Long-worm and the last of his kind. He lived in Withered Heath, and participated in the perpetual war of the Dwarves and Dragons. He watched as all his kin were killed by the Dwarves of the Grey Mountains. In a last ditch effort, he gathered a group of his lesser cousins and attacked, driving the Dwarves out of the mountains. He lived there until the early Third Age, when Fram of Rohan slew him. So ended the last of the Great Race of Long-worms.
Campaign Notes (War of the Rings)
Scatha has been dead for centuries, but part of his hoard made the people of Rohan the rich men they are today. After Scatha’s death, the Dwarves of the Grey Mountains wanted to reclaim their treasure. They fought for it, and the two groups still have bitter feelings about it today.
A colossal, black snake-like dragon appears. He is surrounded by his lesser kin. Unlike his distant relatives, he has a spark of evil intelligence in his eyes and two arms that help him crawl upon the floor.
Pictures
http://tolkiengateway.net/w/images/thumb/7/74/Jan_Pospisil_-_Fram_kills_Scatha.jpg/250px-Jan_Pospisil_-_Fram_kills_Scatha.jpg
Fram battles Scatha
Long-worm
Gargantuan Dragon (Urulóki)
Hit Die: 16d12+112+16 (224 hp)
Initiative: -2
Speed: 10 ft. (2 squares), burrow 40 ft.
Armor Class: 24 (-4 size, -2 Dex, +25 natural), touch 4, flat footed 24
Base Attack/Grapple: +16/+40
Attack: Bite +25 melee (2d8+12 damage)
Full Attack: Bite +25 melee (2d8+12 damage)
Space/Reach: 20 ft./15 ft.
Special Attacks: Fiery Breath, improved grab, swallow whole
Special Qualities: Tremor sense 60 ft., Scent, immunity to paralysis, Damage Reduction 10/Dwarven
Saves: Fort +17, Ref +8, Will +9
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Listen +18, Intimidate +20
Feats: Awesome Blow, Cleave, Improved Bullrush, Power Attack, Weapon Focus (Bite), Improved Toughness
Environment: Withered Heath
Organization: Solitary
Challenge Rating: 17
Treasure: Double Standard
Alignment: Always Neutral Evil
Advancement: 16-32 HD (Gargantuan), 33-48 HD (Colossal)
Breath Weapon (Su): A long-worm can breathe a 30 ft. cone of fire, which deals 8d10 points of fire damage. The reflex save DC required to cut the damage in half is 25.
Improved Grab (Ex): To use this ability, a Long-worm must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): A creature grappled because of the Long-worm’s bite attack can be swallowed automatically next time the Long-worm has a turn. Those swallowed suffer 1d8+12 crushing damage plus 1d8 fire damage plus 8 acid damage every round from the long-worm’s stomach. To escape, 30 points of slashing or piercing damage must be done to the creature’s stomach (AC 23). If the swallowed creature escapes the grapple, success puts it back in the long-worm’s mouth, where it may be bitten or swallowed again.
History
The Great Dragons of Middle-earth have been extinct for many decades. Unfortunately, the lesser dragons are continually spawning animalistic breeds. The long-worms are a vicious burrowing breed originating from the Great Long-worms of the Second Age. They live in the ancient ancestral dragon breeding area, Withered Heath. They have been hunted to near extinction by Dwarves of the Iron Hills, but they are still powerful enough to send many running for their lives.
Campaign Notes (War of the Ring)
The Long-worms of Middle-Earth, along with most breeds of dragon-kind, are being summoned to service by Sauron. Many of these beasts have been seen burrowing towards Erebor. What exactly their purpose is, is unknown, but rumors persist that they are being used to reclaim the domain that Smaug the Golden, last of the great dragons, lost long ago.
A large, snake-like dragon with whitish scales appear. It has no eyes, but seems to be able to detect you in some other way. It crawls towards you. It opens his mouth, and a stream of fire erupts from its gullet
Picture
http://images1.wikia.nocookie.net/__cb20070407074938/lotr/images/1/1a/Utumno.jpg
Dragon of Utumno
Legendary Creatures
Mewlip
Medium Nameless (Ancient Evil)
Hit Die: 12d8+24 (72 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +9/+14
Attack: Claw +14 melee (1d6+5 damage)
Full Attack: 2 claws +14 melee (1d6+5 damage)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved Grab, Constrict
Special Qualities: Darkvision 120 ft., Damage Reduction 15/Beleriand
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 20, Dex 15, Con 15, Int 7, Wis 13, Cha 7
Skills: Hide +11, Listen +5, Spot +4, Move Silently +12,
Feats: Improved Initiative, Lightning Reflexes, Stealthy, Blind-fight, Alertness
Environment: Unknown
Organization: Cavern-host (4-8 Mewlips)
Challenge Rating: 7
Treasure: Standard (double coins)
Alignment: Usually Chaotic Evil
Advancement: 13-24 HD (Medium); 25-36 HD (Large)
Level Adjustment: ----
Constrict (Ex): A choker deals 1d6+5 points of damage with a successful grapple check against a Huge or smaller creature.
Improved Grab (Ex): To use this ability, a Mewlip must hit a Huge or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
History
The Mewlips are only mentioned in a hobbit-poem of the same name. They are supposedly a race of slimy green-skinned creatures with ruby red eyes. According to the poem, they live “over the Merlock Mountains.” Most people believe the hideous, dangerous creatures called Mewlips are just a Hobbit myth used to discourage young Hobbit-lads and –lasses from adventuring.
Campaign Notes (War of the Ring)
What few people realize is that the Mewlips are in fact a minor race found on the edges of Mirkwood. The “Merlock Mountains” are the Misty Mountains, while the “Spider-shadows” are probably the Spider-lairs in Mirkwood. The long-road is the Old Forest Road. They live in an abandoned fortress across the Celduin River. They are rare, and one of the few non-evil races to not be thralls of Sauron. They indistinguishably kill all who enter their home, and collect their gold and bones in a bag.
A slimy dark-green hand races out of the shadows and drags on of your companions in. You see red eyes in the darkness. You hear your friend screaming, followed by a crunching sound and blood spurting at you. When seen in torch-light, the hideous creature appears as an amphibious, hairless ape.
Picture
http://images.elfwood.com/art/l/o/loneanimator/mewlips.jpg
The Mewlips
Balrog
Huge Outsider (Ancient Evil, Fire, Shadow)
Hit Die: 60d8+720+60 (1,020 hp)
Initiative: +10
Speed: 40 ft. (8 squares), Fly 5 ft.
Armor Class: 36 (-2 size, +6 Dex, + 22 natural), touch 14, flat footed 30
Base Attack/Grapple: +20/+43
Attack: Flaming Whip +41 melee (1d6+15 nonlethal damage plus 3d6 fire damage)
Full Attack: Flaming Whip +41 melee (1d6+15 nonlethal damage plus 2d6 fire damage), or Flaming Greatsword +41 melee (4d6+15 damage plus 3d6 fire damage), or Shadow Axe +41 melee (4d6+15 damage plus 6d6 unholy damage).
Space/Reach: 15 ft./15 ft.
Special Attacks: Entangle, Fiery Breath, Death Throes
Special Qualities: Damage Reduction 15/Beleriand, darkvision 60 ft., flaming body, spell resistance 30, true seeing, Shadowy aura, immunity to fire, vulnerability to cold
Saves: Fort +45, Ref +39, Will +45
Abilities: Str 41, Dex 23, Con 34, Int 24, Wis 24, Cha 26
Skills: Hide +26 (46 when in darkness), Intimidate +64, Listen +40, Move Silently +42, Search +69
Feats: Improved Toughness, Cleave, Improved Initiative, Power Attack, Weapon Focus (Greatsword), Weapon Focus (Whip), Weapon Focus (Great Axe), Weapon Specialization (Greatsword), Weapon Specialization (Whip), Weapon Specialization (Greataxe), Greater Weapon Focus (Greatsword), Greater Weapon Focus (Whip), Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greatsword), Greater Weapon Specialization (Whip), Greater Weapon Specialization (Greataxe), Improved Critical (Whip), Improved Critical (Greatsword), Improved Critical (Greataxe), Bonus Breath, Great Constitution, Great Strength
Environment: The Bowels of the Earth
Organization: Solitary
Challenge Rating: 21
Treasure: Double Standrad
Alignment: Always Lawful Evil
Advancement: 61-120 (Huge) 121-180 (Gargantuan) 181+ (Colossal)
Level Adjustment: ----
Death Throes (Ex): When killed, a Balrog explodes in a blinding flash of light that deals 200 points of damage to anything within 100 feet (Reflex DC 40 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
Entangle (Ex): A Balrog’s flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the Balrog immediately make opposed Strength checks; if the Balrog wins, it drags the target against its flaming body (see below). The target remains anchored against the Balrog’s body until it escapes the whip.
Breath Weapon (Su): A Balrog can snort a 15 ft. cone of fire from it's nostrils, which deals 4d4 points of fire damage. It can do this twice a day.
Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d10 points of fire damage each round.
Shadow Aura (Su): A Balrog has a twnety-foot aura surrounding it. Inside this area, Orcs do not suffer from light blindness. Treat as though the area is under the influence of a darkness spell. Balrogath can turn this power on and off as a free action.
History
Balrogath (singular: Balrog) were originally Ainur, but they were seduced by Morgoth with secrets of power. They took the form of huge demons of fire and shadow. They soon became the most feared of all Morgoth's servants, able to slaughter entire legions. Their leader, Gothmog, rivaled even Sauron in power. They were highly influential during the First Age, despite the fact that there was no more then a dozen of them. Most of them died during the War of Wrath of directly before (seven in total), and have not been seen since.
Campaign Notes (War of the Ring)
Balrogs have been gone for so long, only the Elves remember them. There is rumor of a demon of shadow and fire lurking in Moria. There are at least two left in existence.
A huge nothing can be seen ahead of you. Even in daylight, an area of blackness exists. It is not dark, though. Rather, it is something worse, an unlight. In it is an evil flame. A horned head forms, as well as arms and wings of shadow. A whip of fire forms, and smoke clouds the area. Fire jets out of his nostrils.
Picture
http://colorsfromhell.files.wordpress.com/2008/11/gandalf_vs_balrog.jpg
Gandalf faces the Balrog in Moria
Trolls
Hill Troll
Large Giant (Earth)
Hit Die: 8d8+56 (88 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 21 (-1 size, +12 natural), touch 9, flat footed 21
Base Attack/Grapple: +6/+16
Attack: Warhammer +12 melee (2d8+6 damage)
Full Attack: Warhammer +12 melee (2d8+6 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: ----
Special Qualities: Sunlight Petrification, Bellowing Rage, Damage Reduction 5/Piercing
Saves: Fort +12, Ref +1, Will +2
Abilities: Str 21, Dex 7, Con 22, Int 8, Wis 9, Cha 4
Skills: Intimidate +4, Listen +2, Spot +2
Feats: Power Attack, Endurance, Diehard
Environment: Ettenmoors
Organization: Solitary, Pair, Foraging Party (3-7 Hill-trolls)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +2
Sunlight Petrification (Su): A Hill-Troll cannot survive in sunlight. Every round, a Hill-Troll must make a Fort save (DC 30+ number of rounds in sunlight), or become permanently petrified.
Bellowing Rage (Ex): Once a day, when angered, a Hill-Troll can go into a rage similar to that of a Barbarian, except that he is not fatigued afterwards. This rage lasts until either the Troll dies, or one of his opponents fall below 0 Hit Points.
History
Not much is known about Stone-Trolls, sometimes called Hill-Trolls, except that they are native to Northern Middle-Earth. They are slightly more intelligent then other breeds of trolls, able to communicate with each other as well as other races. Unfortunately, most conversations tend to end up becoming violent arguments. They lived for a long time in the land surrounding Rivendel, an area called Trollshaws. They used to waylay travelers to use them as food and a way to gain resources. One such group captured a company of Dwarves -and a hobbit- decades ago. Since then, the Elves and the Dunedain have chased them back to their ancestral homes, the Ettenmoors. As vengeance, they kidnapped the Chieftain of the Dunedain, Arador, and killed him.
Campaign Notes (War of the Ring)
A shadow now grows in the region Eriador, and the small area previously known as the Trollshaws is no exception. Under the thralldom of some evil presence, the Stone-Trolls are mobilizing and attacking in an organized matter. Many elves are panicked, because trolls are not intelligent enough to make strategies on their own. Whoever is controlling them must be powerful indeed....
Descriptions
A large, but still small by Troll standards, creature lumbers forward. It is huge, with light brown tufts of fur and tan scales. It wields a massive hammer.
A large statue stands in the middle of a forest, around a still burning campfire. In it's hands is some roast mutton, still warm. It is almost as though this horned visage was alive, a few moments ago.
Picture
http://tolkiengateway.net/w/images/b/be/John_Howe_-_Hill_Troll.jpg
A horned Hill-troll
Cave-Troll
Huge Giant (Earth)
Hit Die: 12d8+120 (168 hp)
Initiative: -2
Speed: 50 ft. (10 squares)
Armor Class: 28 (-2 size, +20 natural armor), touch 8, flat footed 28
Base Attack/Grapple: +9/+24
Attack: Slam +16 melee 3d6+7 damage), or rock +7 ranged (2d8+7 damage)
Full Attack: 2 Slams +16 melee (3d6+7 damage), or rock +7 ranged (2d8+7 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rock Throwing
Special Qualities: Sunlight Petrification, Damage Reduction 10/Piercing, Rock Catching
Saves: Fort +18, Ref +2, Will +5
Abilities: Str 25, Dex 7, Con 30, Int 3, Wis 13, Cha 5
Skills: Intimidate +5, Listen +2
Feats: Endurance, Diehard, Improved Critical (Slam), Point Bank Shot, Power Attack
Environment: Moria
Organization: Solitary, Pair, or Tribe (4-15)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 13-24 HD (Huge)
Level Adjustment: -----
Rock Throwing (Ex): Cave-Trolls use their brute strength to throw rocks over huge distances. They can throw small-sized rocks over a distance of five range increments (range 140 ft.).
Rock Catching (Ex): Once per round, a Cave-Troll can attempt to catch a rock thrown to hit him. They must make a reflex save to catch it (DC 15 for a small-sized one, DC 20 for medium-sized rocks, or DC 25 for large rocks). Trolls must be ready and aware of the attack to do this.
Sunlight Petrification (Su): A Cave-Troll cannot survive in sunlight. Every round, a Cave-Troll must make a Fort save (DC 30+ number of rounds in sunlight), or become permanently petrified.
History
The Cave Trolls infest the northern regions of Middle-Earth. Found inhabiting various caves and tunnels (especially in or around mountains), they are a deadly thing indeed. The largest population of Cave-trolls are in Moria, where they are enslaved by Goblins.
Campaign Notes (War of the Ring)
Cave-Trolls are becoming more bold, actually leaving their darkened homes to go on raids against the Elves for their Goblin masters. Even more dangerous then the Cave-trolls under Goblin control are the free ones, for they are stupid and getting desperate to keep their freedom (even if it means charging into settlements to get the supplies they need).
A large, scaly Cave-troll arrives in the darkness. It is of huge stature, and its scales and flaps of skin are dark green in color. Its feet are flat and toeless.
Picture
http://cghub.com/files/Image/020001-021000/20600/92_realsize.jpg
A Cave Troll of Moria (LOTRO)
Olog-hai
Large Giant
Hit Die: 15d8+75+15 (250 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 22 (-1 size +8 natural armor +5 Breast plate), touch 9, flat footed 22
Base Attack/Grapple: +11/+20
Attack: Oversized Greatsword +16 melee (4d6+5 damage)
Full Attack: Oversized Greatsword +16 melee (4d6+5 damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: ----
Special Qualities: Damage Reduction 15/Piercing
Saves: Fort +14, Ref +4, Will +3
Abilities: Str 20, Dex 9, Con 21, Int 10, Wis 6, Cha 4
Skills: Intimidate +15, Listen +5, Spot +4, Survival +19
Feats: Improved Toughness, Power Attack, Cleave, Great Cleave, Improved Bullrush, Improved Sunder
Environment: Mordor
Organization: Solitary, or Battle Group (2-4 Olog-hai plus 3-6 Mountain-Trolls)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: 16-30 HD (Large) 31-45 HD (Huge)
Level Adjustment: ----
Oversized Weapon: An Olog-hai wields a (huge) oversized greatsword with no penalty.
History
The Olog-hai is a very recent race of Troll, bred into existence about two decades ago by Sauron, through experimentation with Orcs and Mountain-Trolls. The Olog-hai shares their Trollish ancestor's strength and their Orkish parent's (average) intelligence. Olog-hai can be found in Mordor, and Dol Guldur.
Campaign Notes (War of the Ring)
The Olog-hai are Sauron's newest generation of Troll. They are being trained as champions of darkness, commanding lesser Trolls and Orcs. If these mighty beasts ever leave the fortresses they lurk in now, they will wreak more havoc more then any of Sauron's current servants could ever do.
A mighty beast comes out of the gates, a bloodlust in his eye. It has tannish skin, and is proportioned more like a human then a troll. He has more Orc-like features. In fact, if it wasn't for his size, he could be easily mistake for an Orc.
Picture
http://t2.gstatic.com/images?q=tbn:fU023B9LU5AGSM:http://tolkiengateway.net/w/images/9/95/John_Howe_-_Olog-hai.jpg&t=1
An Olog-hai.
Mountain-Troll
Huge Giant
Hit Die: 15d8+60 (120 hp)
Initiative: -3
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 size +14 natural armor), touch 8, flat footed 22
Base Attack/Grapple: +9/+29
Attack: Greatclub +21 melee (3d8+12 damage), or rock +6 ranged (2d8+7 damage)
Full Attack: Greatclub +21 melee (3d8+12 damage), or two Slams +21 melee (3d6+12 damage), or rock +6 ranged (2d8+7 damage)
Space/Reach: 15 ft./10 ft.
Special Attacks: Rock Throwing
Special Qualities: Damage Reduction 24/Piercing, Rock Catching
Saves: Fort +15, Ref +2, Will +6
Abilities: Str 25, Dex 4, Con 19, Int 3, Wis 12, Cha 4
Skills: Intimidate +5, Spot +5, Listen +4, Balance -1, Climb +14
Feats: Area Attack (1d8)*, Great Fortitude, Cumbrous Fortitude*, Peak Hopper*, Thick Skinned (2)*
Environment: Mordor
Organization: Solitary, Pair, or raiding group (3-6 Mountain-Trolls)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 16-30 HD (Huge)
Level Adjustment: ----
* Feats are from Savage Species
Rock Throwing (Ex): Mountain-Trolls use their brute strength to throw rocks over huge distances. They can throw small-sized rocks over a distance of five range increments (range 140 ft.).
Rock Catching (Ex): Once per round, a Mountain-Troll can attempt to catch a rock thrown to hit him. They must make a reflex save to catch it (DC 15 for a small-sized one, DC 20 for medium-sized rocks, or DC 25 for large rocks). Trolls must be ready and aware of the attack to do this.
History
Mountain-Trolls inhabit the mountain ranges that serve as natural borders of Mordor. They serve as it's protectors, so no invading army can come far up the mountains before stones start rolling down. Their brute strength makes them perfect laborers. They are often used to open and close the Black Gate of Morannon, and to crew the colossal-sized siege weapons Mordor is famous for.
Campaign Notes (War of the Ring)
Currently, the new of Mountain-trolls in Ephel Dúath, the Mountains of Shadow, are declining, as more and more go inland towards Barad-Dûr. What exactly they are doing is unknown. Breeding more Olog-hai? Constructing or carrying siege weapons? Only time will tell.
A large, brownish Troll is loading a catapult. It is the largest Troll you have ever seen, slightly taller then even the towering Cave-troll. It wears nothing but a loincloth, and blinders make it completely unaware of your presence.
Picture
http://img260.imageshack.us/img260/6510/gwconceptart1oj0.jpg
A Mountain-Troll
Snow-Troll
Large Giant (Cold)
Hit Die: 6d8+48 (72 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: (-1 size), touch , flat footed
Base Attack/Grapple: +4/+10
Attack: Unarmed Strike +6 melee (1d6+2 damage)
Full Attack: 2 Unarmed Strikes +6 melee (1d6+2 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Strangulation
Special Qualities: Immunity to Cold, Darkvision 60 ft., Vulnerability to Fire
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 14, Dex 18, Con 26, Int 7, Wis 16, Cha 4
Skills: Hide +4 (+8 in snowy surroundings), Move Silently +5
Feats: Improved Unarmed Strike, Winter's Child*, Skill Focus (Move Silently)
Environment: The Frozen Wastes of Forodwaith
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 7-12 HD (Large) 13-18 HD (Huge)
Level Adjustment: +3
* Feats are from Savage Species
Improved Grab (Ex): To use this ability, a Snow-troll must hit with its unarmed strike. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can strangle.
Strangulation (Ex): A Snow-Troll deals 2d6+2 points of damage with a successful grapple. The Snow-troll uses it's hands to constrict around his victims neck, it cannot attack during constriction. The victim cannot cast spells with verbal components while being strangled..
History
Snow Trolls live in Forodwaith, a vast waste where not even the Lossoth (humans adapted to the cold) could survive. As such, not much is known about them, except that they sneak up on enemies camps and quietly strangle them (unlike other Trolls, who prefer the direct approach). When Helm Hammerhand started to quietly pick off Dunlendings during the Fell Winter, they initially believed Snow-trolls had moved south into Enedwaith.
Campaign Notes (War of the Ring)
Snow-trolls are rarely seen, but if any adventurers go to far north, they might never see the light of day again if they don't put someone on the lookout while the rest sleep.
A large, white figure can barely be distinguished in the snow ahead.
Map of Middle-Earth
For those not familiar with Middle-Earth (this should help with the environment part of the statistics block too).
http://tolkiengateway.net/w/images/4/4e/Chris_Taylor_-_Middle-earth.jpg
Map of Beleriand
Many Ancient Evils come from Beleriand, a land flooded by the Ocean during the War of Wrath.
http://tolkiengateway.net/w/images/5/55/John_Howe_-_Beleriand_and_the_North.jpg
Orcs
Moria Goblin, 1st Level Warrior
Small Humanoid (Orc)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 13 (+2 leather armor, +1 size), touch 11, flat footed 13
Base Attack/Grapple: +1/-2
Attack: Short sword +2 melee (1d4+1 damage), or shortbow +1 ranged (1d4 damage)
Full Attack: Short sword +2 melee (1d4+1 damage), or shortbow +1 ranged (1d4 damage)
Space/Reach: 5ft./5ft.
Special Attacks: Battle-shriek
Special Qualities: Resistance to Poison, Light Blindness
Saves: Fort +4, Ref +2, Will -1
Abilities: Str 13, Dex 11, Con 14, Int 8, Wis 9, Cha 6
Skills: Hide +2, Move Silently +2, Climb +12, Craft (Siegecraft) +4
Feats: Lightning Reflexes
Environment: The Mines of Moria
Organization: Solitary, swarm (5-20), troop (15-35 plus 1-4 Cave Trolls plus 1 3rd level leader for every 10 goblins), or tribe (100-850 plus 5-10 cave trolls plus 1 3rd level leader for every 10 goblins plus 1 8th level leader for every 200 goblins plus 1 14th level chieftain)
Challenge Rating: ½
Treasure: Standard
Alignment: Often Lawful evil
Advancement: By character class
Level Adjustment: +0
Light Blindness (Ex): Sudden exposure to bright light (such as sunlight or a daylight spell) blinds Moria for 1 round. In addition, they take a –1 circumstance penalty on attack rolls, saves, and checks when in bright light (as though dazzled). In addition, for every hour left in the sun, a Moria Goblin must make a fort save (DC 10 + number of hours in sunlight), or suffer 1d6 nonlethal points of damage. This damage does not heal until the Moria Goblin is in complete darkness, and even then, the damage heals by one point per hour.
Battle-Screech (Ex): Once per day as a standard action, a Moria Goblin can emit a horrible shriek as a 15-foot-radius burst centered on itself. Any creature in the affected area gets a -1 morale penalty to attacks and skill checks. A successful Reflex save (DC 10 + 1/2 the Moria Goblin’s character level + the Moria Goblin’s Con modifier) prevents the morale penalty. A barbarian can use it’s shriek when raging.
The shriek’s penalty increases by 1 at 3rd level and every three levels thereafter (-3 at 6th, -4 at 9th, and so on), up to a maximum of a -5 penalty at 12th level.
Resistance to Poison: Orcs are infamous for their use of poisoned arrows, and the Goblins of Moria are no exception. Unlike others of their kind, the Moria Goblins regularly war with each other over the scarce territory. As a result, after centuries of poisoning each other, they have adapted to poisons of many kinds and get a +2 bonus to all Fortitude saves to prevent the effects of poison.
Skills: Due to their longer arms and ape-like build, Goblins of Moria have a +4 racial bonus on Climb checks. All Orcs (creatures with the Orc subtype) have a +5 bonus to Craft (Siegecraft) checks.
--------------------------------------------------------------------
History
The Orcs of the Misty Mountains are a nasty breed indeed. Among the worst are the Goblins of Moria, small but cruel Orcs that inhabit the old Dwarven kingdom of Khazad-Dûm. Long have they lived under the earth, like a stain beneath the Misty Mountains since the first age of the world ended. They lived in Mount Gundaband for a time, before conquering the Dwarven city after its original inhabitants were killed by a powerful demon of smoke and fire. Khazad-Dûm was forever known afterwards as Moria, or “Black Chasm” in the tongue of the Wood-elves.
They inhabited the Mines of Moria for many years, and slowly corrupted and twisted it. They maintained Moria through several conflicts, including the War of the Dwarves and Orcs (in which their leader, Azog, fell), and the Battle of Five Armies (which resulted in the death of Bolg, son of Azog, and the routing of many Orc-holdouts by the Beornings afterwards).
Campaign Notes (War of the Ring)
Now, the Goblins of Moria are amassing in power once more. They are multiplying and attacking in numbers that have not been seen since their assault on Erebor. Under the leadership of a new king, they are allying themselves with several other natives of the Misty Mountains. Currently, they are attempting to ally with Dol Guldur, while emissaries of the White-Hand arrive from the south to sway them to Isengard’s will. Regardless of who they ally with, the combined forces of both factions will be able to gain unrivalled dominance in the land west of the Misty Mountains, Eriador.
Descriptions:
The orcs of Middle-Earth have a variety of appearances. These are three samples of how different members of this race can look:
A small, pale green orc with a bat-like face charges, sword drawn. It shouts out orders to its inferiors, with a bloodlust in his eye.
A small goblin with black skin and red eyes appears out of the dark tunnel ahead. Running swiftly, it heads towards you, gnashing its teeth.
A squat, swarthy bug eyed goblin can be seen climbing on the wall. It draws its sword, and drops itself onto one of your companions, shrieking all the way down.
Picture
http://www.spraygraphic.com/storage2/member_files/7787/picture/600_5efe91769bc1b4d37188dca86f818a3a.jpg
A Moria Goblin (Movie Trilogy)
*For those who aren't familiar with Tolkien's works, the word Goblin is interchangeable with Orc.
Snuffler, 1st Level Warrior
Medium Humanoid (Orc)
Hit Die:1d8+1 (5 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+2 leather armor +1 Dodge), touch 10, flat footed 13
Base Attack/Grapple: +1/+1
Attack: Dagger +1 melee (1d4 damage), or longbow +2 ranged (1d8+1 damage)
Full Attack: Dagger +1 melee (1d4 damage), and longbow +2 ranged (1d8+1 damage)
Space/Reach: 5ft./5ft.
Special Attacks: ----
Special Qualities: Light Blindness, Scent
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Skills: Survival +4 (+10 when tracking), Listen +2, Spot +2, Craft (Siegecraft) +5
Feats: Track, Dodge
Environment: Mordor
Organization: Solitary, or tracking group (1-2 Snufflers plus 1-5 Warrior Orcs)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +0
Light Blindness: Sudden exposure to bright light (such as sunlight or a daylight spell) blinds Snufflers for 1 round. In addition, they take a –1 circumstance penalty on attack rolls, saves, and checks when in bright light (as though dazzled). In addition, for every hour left in the sun, a Snuffler must make a fort save (DC 10 + number of hours in sunlight), or suffer 1d6 nonlethal points of damage. This damage does not heal until the Snuffler is in complete darkness, and even then, the damage heals by one point per hour.
Scent (Ex): Snufflers can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature is detected, the Snuffler does not know its exact location.
Skills: Snufflers get an extra +2 racial bonus to Survival skills when tracking, and gains an additional +4 from the scent quality. Like all Orcs, Snufflers gain a +5 bonus to Craft (Siegecraft).
Feats: Snufflers gain Track as a racial feat.
History
The Snufflers of Middle-Earth were bred by Sauron from the fastest, most perceptive of Orcs. They make perfect trackers, often used to follow fleeing soldiers in the constant battles in Osgiliath and Ithilien. With their overdeveloped sensory organs (and one large nostril), they tend to be highly effective in their tasks. Generally, they are deployed with the stronger common Orcs that eliminate a threat once it has been found. Still, Snufflers are able to skillfully slay inexperienced adventurers, using their enhanced dexterity and knowledge of the surrounding wilderness.
Campaign Notes (War of the Ring)
Almost all of the Orc tribes of Middle-Earth have access to at least one or two Snufflers. If a party of adventurers or heroes ever bite off more than they can chew and flee, it can be guaranteed that a Snuffler and company are not far behind.
Sample Descriptions:
An Orc, slightly smaller then the others, appears ahead, sniffing the ground and growling. It seems to pick up a scent, and convinces his companions to follow.
An Orc with pale red skin and a large nostril appears. He seems to have unnatural talent at noticing his surroundings, as he knows that someone is watching him. He just doesn’t know it’s you.
A black orc stares down at you from atop a hill ten yards away. He starts shouting, “They’re o’er here!”
Picture
http://community.lotro-europe.com/images/microsites/lotro/Goblin%201.jpg
An Snuffler
Uruk-hai, 3rd Level Warrior
Medium Humanoid (Orc)
Hit Die: 3d8+3 (15 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (40 ft. when not in armor)
Armor Class: 16 (+5 breast plate, +1 light steel shield), touch 10, flat footed 16
Base Attack/Grapple: +3/+5
Attack: Longsword +5 melee (1d8+2 damage), or composite longbow +3 ranged (1d8 damage)
Full Attack: Longsword +5 melee (1d8+2 damage), or composite longbow +3 ranged (1d8 damage)
Space/Reach: 5ft./5ft.
Special Attacks: ----
Special Qualities: Ferocity, Damage Reduction 1/--, Tireless, low-light vision
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 15, Dex 11, Con 14, Int 10, Wis 11, Cha 6
Skills: Craft (Siegecraft) +5, Intimidate +4, Spot +6, Listen +6, Survival +6
Feats: Endurance, Power Attack, Cleave
Environment: Rohan
Organization: Solitary, or battle-group (10-50 Uruks plus 1 5th level Uruk for every 10)
Challenge Rating: 3
Treasure: Standard
Alignment: Often Lawful Evil
Advancement: By character class
Level Adjustment: +2
Ferocity (Ex): An Uruk is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Tireless (Ex): Uruk-hai are bred to always be able to fight, no matter what the conditions. They do not need to make Con checks because of forced march, and do not suffer any of the effects of sleep deprivation. This grants Endurance as a bonus feat.
History
The Uruk-hai of Isengard are a new breed of Orc introduced a few years ago. Saruman bred them from the mixing of human and Orc blood, similar to the methods used by Sauron to create his race of Uruk-hai earlier in the Third Age. Uruk-hai, a name that literally translates to “Orc-folk” from Blackspeech, are most likely the toughest race of Orcs in existence.
Campaign Notes (War of the Ring)
Currently, there are over ten thousand Uruk-hai of Isengard in the world, but that number is increasing every day. They have recently been raiding the nearby country of Rohan. The King, Théoden, does nothing to stop their advance.
A group of Orcs step out into the clearing. They are very peculiar looking, for Orcs. They seem to have a uniformed appearance, each wearing the same type of armor with light metal shields. Painted of their equipment is the symbol of Isengard, the White-Hand. Unlike common Orcs, these creatures are nearly man-high and stand erect. They don’t wield the curved blades that is signature for most Orcs, instead using large, straight-edged ones.
Picture
http://lotro.onlinewelten.com/uploads/gallery/21/pic-1083.jpg
A vicious Uruk
Black Orc, 1st Level Warrior
Medium Humanoid (Orc)
Hit Die: 1d8+3 (7 hp)
Initiative: +0
Speed: 30 ft. (6 squares) (40 ft. when not in armor)
Armor Class: 14 (+4 scale), touch 10, flat footed 14
Base Attack/Grapple: +1/+3
Attack: Shortsword +3 melee (1d6+2 damage)
Full Attack: Shortsword +3 melee (1d6+2 damage)
Space/Reach: 5ft./5ft.
Special Attacks: ----
Special Qualities: Ferocity, Tireless, light sensitivity, darkvision 60 ft.
Saves: Fort +5, Ref +0, Will +2
Abilities: Str 15, Dex 11, Con 16, Int 8, Wis 11, Cha 6
Skills: Craft (Siegecraft) +5, Intimidate +2, Spot +2, Listen +2
Feats: Endurance, Iron Will
Environment: Morannon
Organization: Solitary, or horde (6-83 Uruks plus 1 5th level Uruk for every 10)
Challenge Rating: 1
Treasure: Standard
Alignment: Often Chaotic Evil
Advancement: By character class
Level Adjustment: +2
Ferocity (Ex): An Uruk is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Tireless (Ex): Uruks are bred to always be able to fight, no matter what the conditions. They do not need to make Con checks because of forced march, and do not suffer any of the effects of sleep deprivation. This grants Endurance as a bonus feat.
Light Sensitivity (Ex): Black Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
History
The original Uruk-hai were created in Mordor during the mid-Third Age. Sauron made them to improve the common Orcs and make them more resistant against the sun. The Uruks made their first appearance in battle when they marched out of Mordor in year 2475 of the Third Age, where they finally rendered Osgiliath uninhabitable and conquered Minas Morgul. These Uruk-hai appear more Orkish than the Isengarders, and are less adapted to the sun.
Campaign Notes (War of the Rings)
The Black Orcs currently live in huge Uruk-pits dotting the mountains near the Black Gate of Morannon. They are the ever-watching guardians of Mordor, and as a result are nicknamed “Morannon Orcs.” Isengard’s Uruk-hai are an improved version of this race, and each subrace believes the other to be inferior.
Descriptions
A large, gray Orc with pustules appears, wearing armor with the Great Eye painted on it. He growls, baring his yellowed teeth.
A man-sized Orc with dark green skin appears from the darkness. His stringy black hair covers only a few parts on his head. He appears to be suffering from some sort of poisonous condition.
A large Uruk with fair skin appears ahead. He is partially disfigured, as though a disease has previously ravaged his body.
Picture
http://angel.cs.msu.su/~salnikov/gilrond/Images/John_Howe/uruk-hai.jpg
A troop of Uruk-hai of Mordor
Boldog
Medium Outsider (Native, Orc)
Hit Die: 20d8+180 (260 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 21 (+6 natural +5 chainmail), touch 10, flat footed 21
Base Attack/Grapple: +20/+27
Attack: Keen Longsword +27 melee (1d8+7 damage), or Wounding dagger +27 melee (1d4+7 damage plus 1 con damage)
Full Attack: Keen longsword +27 melee (1d8+7 damage), and Wounding dagger +21 melee (1d4+7 damage plus 1 con damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding Flash
Special Qualities: Command Orc, Aura of Bolstering, Aura of Intimidation, Damage Reduction 10/Elven
Saves: Fort +19, Ref +15, Will +19
Abilities: Str 24, Dex 16, Con 28, Int 26, Wis 25, Cha 27
Skills: Bluff +24, Diplomacy +22, Intimidate +28, Heal +16, Spot +15, Listen +8, Knowledge (History) +35, Craft (Siegecraft) +5
Feats: Power Attack, Cleave, Great Cleave, Lightning Reflexes, Iron Will, Persuasive, Quick Draw
Environment: Any (usually somewhere with Orcs)
Organization: Solitary, or tribe (1 Boldog plus 20-700 Orcs of any kind)
Challenge Rating: 21
Treasure: Double Standard
Alignment: Always Lawful Evil
Advancement: 21-40 HD (Medium)
Level Adjustment: -----
Dominate Orc (Sp): A Boldog can control an Orc as though through a dominate spell. To remain in control of themselves, they must make a Will save (DC 33).
Aura of Bolstering (Su): When within 60 ft. of the Boldog, allies gain a +2 bonus to all attack, damage, and skill rolls. If brought into an anti-magic field, this ability can be activated as a free action after leaving it.
Aura of Intimidation (Su): When within 30 ft. of a Boldog, enemies have a -2 penalty to all attack, damage, and skill rolls. If brought into an anti-magic field, this ability can be activated as a free action after leaving it.
Blinding Flash (Su): When killed, a flash of bright red light appears from the killing wound. It is not certain what makes this flash (some Elves speculate it is the creature's fëar dying forever), but it causes all creatures within 30 ft. are treated as blinded for two rounds.
History
Boldogs have been integrated into Orc society since before the First Age. They are among Morgoth's most fanatical followers. They chose to become incarnated into Orkish hröa permanently. They are immortal, and live usually as leaders of Orcs. Morgoth used them to keep Orcs organized and to restrain the Orcs' chaotic tendencies. Few still live (the most prominent, the Great Goblin of Goblin-town, died decades ago), but they are highly feared. When a Boldog dies, it does not revert to Eälar form. Some say that their fëar are totally destroyed upon death.
Campaign Notes (War of the Ring)
Rumors speak of a large Orc organizing the Goblins in Moria, preparing for war with Eriador. The Goblins almost worship him, as though he is a lesser god...
A great Orkish military leader going by the name of Gothmog has been appearing leading armies by the borders of Mordor. He is the Witch-king's second in command, and some say that he is not an Orc, but something more powerful that has taken Orc form.
An Orc appears, but something seems slightly off. This Orc is of great stature, even taller then the Uruk-hai, and the air around him seems cold and stale. This thing is no mere Orc....
Picture
http://tolkiengateway.net/w/images/b/b5/John_Howe_-_The_Great_Goblin.jpg
The Great Goblin, who Tolkien suggested might have been a Boldog in his later writings.
Dragons
Scatha
Colossal Dragon (Urulóki, Great)
Hit Points: 1,200
Initiative: +5
Speed: 20 ft. (4 squares), burrow 40 ft.
Armor Class: 26 (-4 size, +5 Dex, +25 natural), touch 6, flat footed 21
Base Attack/Grapple: +48/+76
Attack: Bite +65 melee (4d6+17 damage)
Full Attack: Bite +65 melee (4d6+17 damage)
Space/Reach: 30 ft./ 35 ft.
Special Attacks: Fiery Breath, improved grab, swallow whole
Special Qualities: Tremor sense 60 ft., Scent, immunity to paralysis, Dragon-spell, Damage Reduction 16/Dwarven
Saves: Fort +35, Ref +28, Will +34
Abilities: Str 32, Dex 20, Con 34, Int 19, Wis 10, Cha 15
Skills: Appraise +55, Intimidate +53, Handle Animal +51, Bluff +53, Sense Motive +51, Listen +23
Feats: Awesome Blow, Cleave, Improved Bullrush, Power Attack, Weapon Focus (Bite), Improved Toughness, Great Cleave, Great Fortitude, Iron Will, Lightning Reflexes, Improved Natural Attack (Bite), Crush (4d8)*, Improved Scent*, Irresistible Gaze*, Thick-Skinned (3)*
Environment: Grey Mountains
Organization: Dead
Challenge Rating: Mid-20s
Treasure: Quadruple Standard
Alignment: Neutral Evil
Breath Weapon (Su): Scatha can breathe a 30 ft. cone of fire, which deals 12d10 points of fire damage. The reflex save DC required to cut the damage in half is 46.
Improved Grab (Ex): To use this ability, Scatha must hit an opponent of up to one size smaller with its bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): A creature grappled because of Scatha’s bite attack can be swallowed automatically next time he has a turn. Those swallowed suffer 1d8+12 crushing damage plus 1d8 fire damage plus 8 acid damage every round from the Scatha’s stomach. To escape, 30 points of slashing or piercing damage must be done to the his stomach (AC 23). If the swallowed creature escapes the grapple, success puts it back in the Scatha’s mouth, where it may be bitten or swallowed again.
Dragon-spell (Sp): At will, Scatha can cast his dragon-spell by gazing at an enemy. The enemy must succeed on a Will save (DC 36), or be effected. Dragon-spell has a number of effects, and Scatha chooses the effect before gazing. They can be Charm Person, Charm Monster, Dominate Person, Dominate Monster, Hold Person, Hold Monster, or Mind Blank. They are cast as though by a 20th level Sorcerer.
*Feats are from Savage Species.
History
Scatha was a Great Long-worm and the last of his kind. He lived in Withered Heath, and participated in the perpetual war of the Dwarves and Dragons. He watched as all his kin were killed by the Dwarves of the Grey Mountains. In a last ditch effort, he gathered a group of his lesser cousins and attacked, driving the Dwarves out of the mountains. He lived there until the early Third Age, when Fram of Rohan slew him. So ended the last of the Great Race of Long-worms.
Campaign Notes (War of the Rings)
Scatha has been dead for centuries, but part of his hoard made the people of Rohan the rich men they are today. After Scatha’s death, the Dwarves of the Grey Mountains wanted to reclaim their treasure. They fought for it, and the two groups still have bitter feelings about it today.
A colossal, black snake-like dragon appears. He is surrounded by his lesser kin. Unlike his distant relatives, he has a spark of evil intelligence in his eyes and two arms that help him crawl upon the floor.
Pictures
http://tolkiengateway.net/w/images/thumb/7/74/Jan_Pospisil_-_Fram_kills_Scatha.jpg/250px-Jan_Pospisil_-_Fram_kills_Scatha.jpg
Fram battles Scatha
Long-worm
Gargantuan Dragon (Urulóki)
Hit Die: 16d12+112+16 (224 hp)
Initiative: -2
Speed: 10 ft. (2 squares), burrow 40 ft.
Armor Class: 24 (-4 size, -2 Dex, +25 natural), touch 4, flat footed 24
Base Attack/Grapple: +16/+40
Attack: Bite +25 melee (2d8+12 damage)
Full Attack: Bite +25 melee (2d8+12 damage)
Space/Reach: 20 ft./15 ft.
Special Attacks: Fiery Breath, improved grab, swallow whole
Special Qualities: Tremor sense 60 ft., Scent, immunity to paralysis, Damage Reduction 10/Dwarven
Saves: Fort +17, Ref +8, Will +9
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Listen +18, Intimidate +20
Feats: Awesome Blow, Cleave, Improved Bullrush, Power Attack, Weapon Focus (Bite), Improved Toughness
Environment: Withered Heath
Organization: Solitary
Challenge Rating: 17
Treasure: Double Standard
Alignment: Always Neutral Evil
Advancement: 16-32 HD (Gargantuan), 33-48 HD (Colossal)
Breath Weapon (Su): A long-worm can breathe a 30 ft. cone of fire, which deals 8d10 points of fire damage. The reflex save DC required to cut the damage in half is 25.
Improved Grab (Ex): To use this ability, a Long-worm must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): A creature grappled because of the Long-worm’s bite attack can be swallowed automatically next time the Long-worm has a turn. Those swallowed suffer 1d8+12 crushing damage plus 1d8 fire damage plus 8 acid damage every round from the long-worm’s stomach. To escape, 30 points of slashing or piercing damage must be done to the creature’s stomach (AC 23). If the swallowed creature escapes the grapple, success puts it back in the long-worm’s mouth, where it may be bitten or swallowed again.
History
The Great Dragons of Middle-earth have been extinct for many decades. Unfortunately, the lesser dragons are continually spawning animalistic breeds. The long-worms are a vicious burrowing breed originating from the Great Long-worms of the Second Age. They live in the ancient ancestral dragon breeding area, Withered Heath. They have been hunted to near extinction by Dwarves of the Iron Hills, but they are still powerful enough to send many running for their lives.
Campaign Notes (War of the Ring)
The Long-worms of Middle-Earth, along with most breeds of dragon-kind, are being summoned to service by Sauron. Many of these beasts have been seen burrowing towards Erebor. What exactly their purpose is, is unknown, but rumors persist that they are being used to reclaim the domain that Smaug the Golden, last of the great dragons, lost long ago.
A large, snake-like dragon with whitish scales appear. It has no eyes, but seems to be able to detect you in some other way. It crawls towards you. It opens his mouth, and a stream of fire erupts from its gullet
Picture
http://images1.wikia.nocookie.net/__cb20070407074938/lotr/images/1/1a/Utumno.jpg
Dragon of Utumno
Legendary Creatures
Mewlip
Medium Nameless (Ancient Evil)
Hit Die: 12d8+24 (72 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +9/+14
Attack: Claw +14 melee (1d6+5 damage)
Full Attack: 2 claws +14 melee (1d6+5 damage)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved Grab, Constrict
Special Qualities: Darkvision 120 ft., Damage Reduction 15/Beleriand
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 20, Dex 15, Con 15, Int 7, Wis 13, Cha 7
Skills: Hide +11, Listen +5, Spot +4, Move Silently +12,
Feats: Improved Initiative, Lightning Reflexes, Stealthy, Blind-fight, Alertness
Environment: Unknown
Organization: Cavern-host (4-8 Mewlips)
Challenge Rating: 7
Treasure: Standard (double coins)
Alignment: Usually Chaotic Evil
Advancement: 13-24 HD (Medium); 25-36 HD (Large)
Level Adjustment: ----
Constrict (Ex): A choker deals 1d6+5 points of damage with a successful grapple check against a Huge or smaller creature.
Improved Grab (Ex): To use this ability, a Mewlip must hit a Huge or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
History
The Mewlips are only mentioned in a hobbit-poem of the same name. They are supposedly a race of slimy green-skinned creatures with ruby red eyes. According to the poem, they live “over the Merlock Mountains.” Most people believe the hideous, dangerous creatures called Mewlips are just a Hobbit myth used to discourage young Hobbit-lads and –lasses from adventuring.
Campaign Notes (War of the Ring)
What few people realize is that the Mewlips are in fact a minor race found on the edges of Mirkwood. The “Merlock Mountains” are the Misty Mountains, while the “Spider-shadows” are probably the Spider-lairs in Mirkwood. The long-road is the Old Forest Road. They live in an abandoned fortress across the Celduin River. They are rare, and one of the few non-evil races to not be thralls of Sauron. They indistinguishably kill all who enter their home, and collect their gold and bones in a bag.
A slimy dark-green hand races out of the shadows and drags on of your companions in. You see red eyes in the darkness. You hear your friend screaming, followed by a crunching sound and blood spurting at you. When seen in torch-light, the hideous creature appears as an amphibious, hairless ape.
Picture
http://images.elfwood.com/art/l/o/loneanimator/mewlips.jpg
The Mewlips
Balrog
Huge Outsider (Ancient Evil, Fire, Shadow)
Hit Die: 60d8+720+60 (1,020 hp)
Initiative: +10
Speed: 40 ft. (8 squares), Fly 5 ft.
Armor Class: 36 (-2 size, +6 Dex, + 22 natural), touch 14, flat footed 30
Base Attack/Grapple: +20/+43
Attack: Flaming Whip +41 melee (1d6+15 nonlethal damage plus 3d6 fire damage)
Full Attack: Flaming Whip +41 melee (1d6+15 nonlethal damage plus 2d6 fire damage), or Flaming Greatsword +41 melee (4d6+15 damage plus 3d6 fire damage), or Shadow Axe +41 melee (4d6+15 damage plus 6d6 unholy damage).
Space/Reach: 15 ft./15 ft.
Special Attacks: Entangle, Fiery Breath, Death Throes
Special Qualities: Damage Reduction 15/Beleriand, darkvision 60 ft., flaming body, spell resistance 30, true seeing, Shadowy aura, immunity to fire, vulnerability to cold
Saves: Fort +45, Ref +39, Will +45
Abilities: Str 41, Dex 23, Con 34, Int 24, Wis 24, Cha 26
Skills: Hide +26 (46 when in darkness), Intimidate +64, Listen +40, Move Silently +42, Search +69
Feats: Improved Toughness, Cleave, Improved Initiative, Power Attack, Weapon Focus (Greatsword), Weapon Focus (Whip), Weapon Focus (Great Axe), Weapon Specialization (Greatsword), Weapon Specialization (Whip), Weapon Specialization (Greataxe), Greater Weapon Focus (Greatsword), Greater Weapon Focus (Whip), Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greatsword), Greater Weapon Specialization (Whip), Greater Weapon Specialization (Greataxe), Improved Critical (Whip), Improved Critical (Greatsword), Improved Critical (Greataxe), Bonus Breath, Great Constitution, Great Strength
Environment: The Bowels of the Earth
Organization: Solitary
Challenge Rating: 21
Treasure: Double Standrad
Alignment: Always Lawful Evil
Advancement: 61-120 (Huge) 121-180 (Gargantuan) 181+ (Colossal)
Level Adjustment: ----
Death Throes (Ex): When killed, a Balrog explodes in a blinding flash of light that deals 200 points of damage to anything within 100 feet (Reflex DC 40 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
Entangle (Ex): A Balrog’s flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the Balrog immediately make opposed Strength checks; if the Balrog wins, it drags the target against its flaming body (see below). The target remains anchored against the Balrog’s body until it escapes the whip.
Breath Weapon (Su): A Balrog can snort a 15 ft. cone of fire from it's nostrils, which deals 4d4 points of fire damage. It can do this twice a day.
Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d10 points of fire damage each round.
Shadow Aura (Su): A Balrog has a twnety-foot aura surrounding it. Inside this area, Orcs do not suffer from light blindness. Treat as though the area is under the influence of a darkness spell. Balrogath can turn this power on and off as a free action.
History
Balrogath (singular: Balrog) were originally Ainur, but they were seduced by Morgoth with secrets of power. They took the form of huge demons of fire and shadow. They soon became the most feared of all Morgoth's servants, able to slaughter entire legions. Their leader, Gothmog, rivaled even Sauron in power. They were highly influential during the First Age, despite the fact that there was no more then a dozen of them. Most of them died during the War of Wrath of directly before (seven in total), and have not been seen since.
Campaign Notes (War of the Ring)
Balrogs have been gone for so long, only the Elves remember them. There is rumor of a demon of shadow and fire lurking in Moria. There are at least two left in existence.
A huge nothing can be seen ahead of you. Even in daylight, an area of blackness exists. It is not dark, though. Rather, it is something worse, an unlight. In it is an evil flame. A horned head forms, as well as arms and wings of shadow. A whip of fire forms, and smoke clouds the area. Fire jets out of his nostrils.
Picture
http://colorsfromhell.files.wordpress.com/2008/11/gandalf_vs_balrog.jpg
Gandalf faces the Balrog in Moria
Trolls
Hill Troll
Large Giant (Earth)
Hit Die: 8d8+56 (88 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 21 (-1 size, +12 natural), touch 9, flat footed 21
Base Attack/Grapple: +6/+16
Attack: Warhammer +12 melee (2d8+6 damage)
Full Attack: Warhammer +12 melee (2d8+6 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: ----
Special Qualities: Sunlight Petrification, Bellowing Rage, Damage Reduction 5/Piercing
Saves: Fort +12, Ref +1, Will +2
Abilities: Str 21, Dex 7, Con 22, Int 8, Wis 9, Cha 4
Skills: Intimidate +4, Listen +2, Spot +2
Feats: Power Attack, Endurance, Diehard
Environment: Ettenmoors
Organization: Solitary, Pair, Foraging Party (3-7 Hill-trolls)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +2
Sunlight Petrification (Su): A Hill-Troll cannot survive in sunlight. Every round, a Hill-Troll must make a Fort save (DC 30+ number of rounds in sunlight), or become permanently petrified.
Bellowing Rage (Ex): Once a day, when angered, a Hill-Troll can go into a rage similar to that of a Barbarian, except that he is not fatigued afterwards. This rage lasts until either the Troll dies, or one of his opponents fall below 0 Hit Points.
History
Not much is known about Stone-Trolls, sometimes called Hill-Trolls, except that they are native to Northern Middle-Earth. They are slightly more intelligent then other breeds of trolls, able to communicate with each other as well as other races. Unfortunately, most conversations tend to end up becoming violent arguments. They lived for a long time in the land surrounding Rivendel, an area called Trollshaws. They used to waylay travelers to use them as food and a way to gain resources. One such group captured a company of Dwarves -and a hobbit- decades ago. Since then, the Elves and the Dunedain have chased them back to their ancestral homes, the Ettenmoors. As vengeance, they kidnapped the Chieftain of the Dunedain, Arador, and killed him.
Campaign Notes (War of the Ring)
A shadow now grows in the region Eriador, and the small area previously known as the Trollshaws is no exception. Under the thralldom of some evil presence, the Stone-Trolls are mobilizing and attacking in an organized matter. Many elves are panicked, because trolls are not intelligent enough to make strategies on their own. Whoever is controlling them must be powerful indeed....
Descriptions
A large, but still small by Troll standards, creature lumbers forward. It is huge, with light brown tufts of fur and tan scales. It wields a massive hammer.
A large statue stands in the middle of a forest, around a still burning campfire. In it's hands is some roast mutton, still warm. It is almost as though this horned visage was alive, a few moments ago.
Picture
http://tolkiengateway.net/w/images/b/be/John_Howe_-_Hill_Troll.jpg
A horned Hill-troll
Cave-Troll
Huge Giant (Earth)
Hit Die: 12d8+120 (168 hp)
Initiative: -2
Speed: 50 ft. (10 squares)
Armor Class: 28 (-2 size, +20 natural armor), touch 8, flat footed 28
Base Attack/Grapple: +9/+24
Attack: Slam +16 melee 3d6+7 damage), or rock +7 ranged (2d8+7 damage)
Full Attack: 2 Slams +16 melee (3d6+7 damage), or rock +7 ranged (2d8+7 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rock Throwing
Special Qualities: Sunlight Petrification, Damage Reduction 10/Piercing, Rock Catching
Saves: Fort +18, Ref +2, Will +5
Abilities: Str 25, Dex 7, Con 30, Int 3, Wis 13, Cha 5
Skills: Intimidate +5, Listen +2
Feats: Endurance, Diehard, Improved Critical (Slam), Point Bank Shot, Power Attack
Environment: Moria
Organization: Solitary, Pair, or Tribe (4-15)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 13-24 HD (Huge)
Level Adjustment: -----
Rock Throwing (Ex): Cave-Trolls use their brute strength to throw rocks over huge distances. They can throw small-sized rocks over a distance of five range increments (range 140 ft.).
Rock Catching (Ex): Once per round, a Cave-Troll can attempt to catch a rock thrown to hit him. They must make a reflex save to catch it (DC 15 for a small-sized one, DC 20 for medium-sized rocks, or DC 25 for large rocks). Trolls must be ready and aware of the attack to do this.
Sunlight Petrification (Su): A Cave-Troll cannot survive in sunlight. Every round, a Cave-Troll must make a Fort save (DC 30+ number of rounds in sunlight), or become permanently petrified.
History
The Cave Trolls infest the northern regions of Middle-Earth. Found inhabiting various caves and tunnels (especially in or around mountains), they are a deadly thing indeed. The largest population of Cave-trolls are in Moria, where they are enslaved by Goblins.
Campaign Notes (War of the Ring)
Cave-Trolls are becoming more bold, actually leaving their darkened homes to go on raids against the Elves for their Goblin masters. Even more dangerous then the Cave-trolls under Goblin control are the free ones, for they are stupid and getting desperate to keep their freedom (even if it means charging into settlements to get the supplies they need).
A large, scaly Cave-troll arrives in the darkness. It is of huge stature, and its scales and flaps of skin are dark green in color. Its feet are flat and toeless.
Picture
http://cghub.com/files/Image/020001-021000/20600/92_realsize.jpg
A Cave Troll of Moria (LOTRO)
Olog-hai
Large Giant
Hit Die: 15d8+75+15 (250 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 22 (-1 size +8 natural armor +5 Breast plate), touch 9, flat footed 22
Base Attack/Grapple: +11/+20
Attack: Oversized Greatsword +16 melee (4d6+5 damage)
Full Attack: Oversized Greatsword +16 melee (4d6+5 damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: ----
Special Qualities: Damage Reduction 15/Piercing
Saves: Fort +14, Ref +4, Will +3
Abilities: Str 20, Dex 9, Con 21, Int 10, Wis 6, Cha 4
Skills: Intimidate +15, Listen +5, Spot +4, Survival +19
Feats: Improved Toughness, Power Attack, Cleave, Great Cleave, Improved Bullrush, Improved Sunder
Environment: Mordor
Organization: Solitary, or Battle Group (2-4 Olog-hai plus 3-6 Mountain-Trolls)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: 16-30 HD (Large) 31-45 HD (Huge)
Level Adjustment: ----
Oversized Weapon: An Olog-hai wields a (huge) oversized greatsword with no penalty.
History
The Olog-hai is a very recent race of Troll, bred into existence about two decades ago by Sauron, through experimentation with Orcs and Mountain-Trolls. The Olog-hai shares their Trollish ancestor's strength and their Orkish parent's (average) intelligence. Olog-hai can be found in Mordor, and Dol Guldur.
Campaign Notes (War of the Ring)
The Olog-hai are Sauron's newest generation of Troll. They are being trained as champions of darkness, commanding lesser Trolls and Orcs. If these mighty beasts ever leave the fortresses they lurk in now, they will wreak more havoc more then any of Sauron's current servants could ever do.
A mighty beast comes out of the gates, a bloodlust in his eye. It has tannish skin, and is proportioned more like a human then a troll. He has more Orc-like features. In fact, if it wasn't for his size, he could be easily mistake for an Orc.
Picture
http://t2.gstatic.com/images?q=tbn:fU023B9LU5AGSM:http://tolkiengateway.net/w/images/9/95/John_Howe_-_Olog-hai.jpg&t=1
An Olog-hai.
Mountain-Troll
Huge Giant
Hit Die: 15d8+60 (120 hp)
Initiative: -3
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 size +14 natural armor), touch 8, flat footed 22
Base Attack/Grapple: +9/+29
Attack: Greatclub +21 melee (3d8+12 damage), or rock +6 ranged (2d8+7 damage)
Full Attack: Greatclub +21 melee (3d8+12 damage), or two Slams +21 melee (3d6+12 damage), or rock +6 ranged (2d8+7 damage)
Space/Reach: 15 ft./10 ft.
Special Attacks: Rock Throwing
Special Qualities: Damage Reduction 24/Piercing, Rock Catching
Saves: Fort +15, Ref +2, Will +6
Abilities: Str 25, Dex 4, Con 19, Int 3, Wis 12, Cha 4
Skills: Intimidate +5, Spot +5, Listen +4, Balance -1, Climb +14
Feats: Area Attack (1d8)*, Great Fortitude, Cumbrous Fortitude*, Peak Hopper*, Thick Skinned (2)*
Environment: Mordor
Organization: Solitary, Pair, or raiding group (3-6 Mountain-Trolls)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 16-30 HD (Huge)
Level Adjustment: ----
* Feats are from Savage Species
Rock Throwing (Ex): Mountain-Trolls use their brute strength to throw rocks over huge distances. They can throw small-sized rocks over a distance of five range increments (range 140 ft.).
Rock Catching (Ex): Once per round, a Mountain-Troll can attempt to catch a rock thrown to hit him. They must make a reflex save to catch it (DC 15 for a small-sized one, DC 20 for medium-sized rocks, or DC 25 for large rocks). Trolls must be ready and aware of the attack to do this.
History
Mountain-Trolls inhabit the mountain ranges that serve as natural borders of Mordor. They serve as it's protectors, so no invading army can come far up the mountains before stones start rolling down. Their brute strength makes them perfect laborers. They are often used to open and close the Black Gate of Morannon, and to crew the colossal-sized siege weapons Mordor is famous for.
Campaign Notes (War of the Ring)
Currently, the new of Mountain-trolls in Ephel Dúath, the Mountains of Shadow, are declining, as more and more go inland towards Barad-Dûr. What exactly they are doing is unknown. Breeding more Olog-hai? Constructing or carrying siege weapons? Only time will tell.
A large, brownish Troll is loading a catapult. It is the largest Troll you have ever seen, slightly taller then even the towering Cave-troll. It wears nothing but a loincloth, and blinders make it completely unaware of your presence.
Picture
http://img260.imageshack.us/img260/6510/gwconceptart1oj0.jpg
A Mountain-Troll
Snow-Troll
Large Giant (Cold)
Hit Die: 6d8+48 (72 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: (-1 size), touch , flat footed
Base Attack/Grapple: +4/+10
Attack: Unarmed Strike +6 melee (1d6+2 damage)
Full Attack: 2 Unarmed Strikes +6 melee (1d6+2 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Strangulation
Special Qualities: Immunity to Cold, Darkvision 60 ft., Vulnerability to Fire
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 14, Dex 18, Con 26, Int 7, Wis 16, Cha 4
Skills: Hide +4 (+8 in snowy surroundings), Move Silently +5
Feats: Improved Unarmed Strike, Winter's Child*, Skill Focus (Move Silently)
Environment: The Frozen Wastes of Forodwaith
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 7-12 HD (Large) 13-18 HD (Huge)
Level Adjustment: +3
* Feats are from Savage Species
Improved Grab (Ex): To use this ability, a Snow-troll must hit with its unarmed strike. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can strangle.
Strangulation (Ex): A Snow-Troll deals 2d6+2 points of damage with a successful grapple. The Snow-troll uses it's hands to constrict around his victims neck, it cannot attack during constriction. The victim cannot cast spells with verbal components while being strangled..
History
Snow Trolls live in Forodwaith, a vast waste where not even the Lossoth (humans adapted to the cold) could survive. As such, not much is known about them, except that they sneak up on enemies camps and quietly strangle them (unlike other Trolls, who prefer the direct approach). When Helm Hammerhand started to quietly pick off Dunlendings during the Fell Winter, they initially believed Snow-trolls had moved south into Enedwaith.
Campaign Notes (War of the Ring)
Snow-trolls are rarely seen, but if any adventurers go to far north, they might never see the light of day again if they don't put someone on the lookout while the rest sleep.
A large, white figure can barely be distinguished in the snow ahead.