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sh ines in the darkness, but the darkness has not overcome it.
X
CREATURES FAIR AND FOUL: A
MENAGERIE OF MIDDLE-
IDDLE-EARTH
AKNOWLEDGEMENTS CREATURES OF MIDDLE-EARTH
The inspiration for the creatures in this Wherever they turn, the heroes of Middle-
chapter come from many sources and thanks is due earth are challenged by fell beasts and creatures.
to each one. The works of John Howe and Ted Some are allied with the Enemy while others pursue
Nasmith have been a guiding inspiration for many a corrupt ends for their own delight. The pages of this
year when it comes to imagining Middle-earth in all chapter provide statistics and descriptions of many of
its wonder and terror. Their images presented here the creatures seen, mentioned, and described in The
come from many free sources off the web, but I owe Hobbit and The Lord of the Rings.
them a great deal of thanks for this vision of Some of the creatures listed here are allied
Tolkiens amazing world. to the Free Peoples, others are natural creatures of
Other sources of inspiration come from a nature. Many however are creatures under the
variety of places. There are creatures listed here influence of the Shadow and as such characters will
that appear in the various depictions of Middle-earth come directly into conflict with such creatures.
that have appeared over the years, including in The creatures depicted in this work are:
Peter Jacksons vision of The Lord of the Rings and
in the Lord of the Rings Online: Shadows of Creature Page
Angmar Massive Multiplayer Online Game. In Aurochs 3
addition, the role playing games: Middle-earth Role Balrog 3
Playing (MERP) and Deciphers Lord of the Rings Barghest 5
RPG have also provided a great deal of inspiration Barrow-wights 5
and guidance. So has the Encyclopaedia of Arda. Bats 7
There are many images presented in this Bears 8
chapter that come from a variety of sources, some I Boar 9
have already noted and others from the Elfwood Crebain 9
website (I have to confess that I cant remember Crawler 10
which ones now and who created them, I apologise Dark-water 10
unreservedly for not giving you proper credit here). Dragon-kind 11
A great many come from that excellent game: Lord Cold-drake 12
of the Rings Online: Shadows of Angmar Massive Fire-drake 13
Multiplayer Online Game. Winged-drake 14
Finally, a personal note as I want to thank a Drakes 16
few people whom have been invaluable in providing Wryvern 16
source material, feedback and images for this work. Worm 17
Kevin Berger, the hapless French guy, has been of Wyrm 18
incalculable assistance to me in providing source Dourhand Dwarves (Petty Dwarves) 19
material and I owe him a bunch! I also want to Eagles, Great 19
thank Dario (aka Pilous) from Earth-kin 20
www.basicroleplaying.com for his assistance with Ents (Onodrim) 21
excellent drawings which appear in this work and Fallen Maiar 23
also for his advice providing another Tolkien fans Bandrhoth 23
viewpoint of the creatures presented here. All these Dindair 24
sources and inspirations have come together to Helegrog 25
produce this chapter and have indeed fed into the Rogmul 27
whole Middle-earth BRP project. Hope you enjoy Fell-beast 28
encountering these creatures as much as my rpg Gaunt-lord 29
group hasnt!!! Hey, you cant make life easy for the Gauradan 30
players. They wanted adventure, and I gave it to Ghost 31
em... Giant 32
Gorthorog 33
Enjoy! Great Beast 34
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.1
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.2
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
AUROCHS BALROG
Among the beasts that roam the lands, few Balrog, Sindarin for 'demon of power,
inspire such respect from hunters as the Aurochs. describes this creature full well. Like unto a gigantic
Related to domesticated cattle, these creatures are man with wings and horns, it is filled with darkness,
known by their massive size and long, curving and yet fire covers it. A mane streams out behind it,
horns. Once the Aurochs roamed in massive herds and its dark wings fill the sky to either side. It carries
all across Middle-earth, but in later days they have two weapons: a great sword and many-thronged
been reduced to a handful of areas on either side of whip.
the Misty Mountains. Before the beginning of the First Age of
Aurochs are placid by nature and wish to Middle-earth, a Vala named Morgoth followed a path
be left alone, but will attack when approached. An of pride that led him into darkness. Before Morgoth
Aurochs gives warning before attacking by twisting became a Dark Lord, he persuaded many of his
its neck back and forth, digging a groove in the dirt fellows to join his service. When he fell, they fell with
with each horn in turn. him. The greatest and most terrible of these became
Some believe that the Aurochs relate to the the Balrogs.
fabled Kine of Araw, the quarry of Vorondil the Forsaking their fair forms in the early days of
Hunter, ancestor of the stewards of Gondor. It is Middle-earth, Balrogs became the embodiment of
said that Vorondil took the horn of his prey, and wrath. During the First Age, they were the captains of
from it fashioned the great horn later carried by Morgoths armies and the generals of his hosts.
Boromir, son of Denethor. At the end of the First Age, the Dark Lord of
Rumours from northward suggest that Angband fell, and all but a handful of Balrogs fell with
Aurochs are now the quarry of hulking creatures him. Those few that survived the destruction hid
who wear the Aurochs' long horns as part of their themselves in the deep places of the earth, waiting
hunting garb. Little more can be said of these for the day when someone would awaken them and
strange hunters. they could once again harrow Middle-earth.
The Dwarves of Moria awakened such a
Characteristic Roll Average creature slumbering under Caradhras. Acting alone,
Durin's Bane slew the Dwarf-lords of Moria and cast
STR 3D6+24 34-35 MOVE: 12 the Dwarves there from their ancient homes.
CON 3D6 10-11 HIT PTS: 16-17 Gathering Trolls and Orcs around him, this Balrog
SIZ 3D6+24 34-35 Damage Bonus ruled the mines as a tyrant for five centuries. At the
INT 4 4 +3D6 end of the Third Age, Gandalf the Grey, while
POW 3D6 10-11 Tres Fact: N/A escorting the Ring-bearer through Moria, finally
DEX 2D6 7 confronted the Balrog. Gandalf struggled for ten days
Hit Location Melee Points with the Balrog of Moria before winning the struggle,
though it cost him dearly.
Right Hind Leg 01-02 3/5
Balrogs like to surround themselves with the
Left Hind Leg 03-04 3/5 familiar elements of fire and shadow. Angband,
Hindquarters 05-07 3/7 Morgoths volcanic fortress, had both elements in
Forequarters 08-10 3/7 abundance. Deep caverns under other Misty
Right Fore Leg 11-13 3/5 Mountain peaks than Caradhras may well be the
Leg Fore Leg 14-16 3/5 dwellings of Balrogs, particularly near the Ettenmoors
Head 17-20 3/6 or in the wastes once populated by Dragons.
In any given situation, Balrogs attempt to rule
NOTE: Aurochs have natural 3pt hides. unless someone greater forces them to become his
Strike vassal. Whenever they are free to exert their will,
Weapon Percentage Damage
Rank they become tyrants. They gather servants (usually
@
Butt 8 50% 2D10+db crsh Orcs) about them, elevate the most powerful ones to
@
Trample 8 50% 6D6 crushing the status of lieutenants, and rule their domain with
@ An Auroch cannot butt and trample in the same an iron fist.
combat round. The relationship between Sauron and
surviving Balrogs-particularly Durins Bane, the Balrog
Skills: Listen 50%, Sense 50%, Spot 60% of Moria can only be guessed at. Sauron was the
lieutenant of Morgoth during the First Age, and the
Balrogs undoubtedly greatly respected and feared
him then. However, perhaps because much of
Sauron's power was lost when Isildur clove the One
Ring from his finger, he never gathered the surviving
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.3
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Balrogs or forced them into his service. It is almost Note: A Balrog cannot use its claws at the same time
certain that Sauron knew that a Balrog survived in it uses its sword and whip.
Moria, but if Sauron had the power to command the @ A Balrog can attempt to create a powerful gust of
Balrog, he never seems to have exerted it. In any wind by buffeting its wings. Anyone within a 10 metre
event, of all the creatures in Middle-earth, it's likely radius of the Balrog must succeed in an Effort roll in
that only Sauron himself had the ability to order to remain standing. Those who fail are
successfully command a Balrog. Even Saruman immediately knocked prone.
would hesitate from attempting this feat.
Even the least of Balrogs is a suitable Skills: Spot 80%, Listen 80%, Sorcery 100%
challenge for the greatest champions of the Free
POWERS
Peoples. Except in First Age, they should be
encountered only in their lairs. These should not be Cloaked in Darkness: Deep shadow surrounds the
incidental encounters; a confrontation with a Balrog Balrog like a cloak of darkness. All non-magical light
should shake any campaign to its roots. Anyone within 10 metres of it is extinguished or dimmed, and
with the courage and ability to withstand one anyone caught within this darkness is treated as
deserves to be ranked beside the greatest heroes being within semi-darkness as per the Darkness Spot
of old. Rules on p. 220 of the Basic Roleplaying rulebook,
with all their Combat skills becoming Difficult.
Gamemasters note: when characters
Heart of Fire: At the Balrogs heart is a fell power of
engage a Balrog in melee combat, the Melee
fire. Most of the Balrogs were Maiar who were spirits
Combat versus Huge Creatures Spot Rule in this
of fire. As such living flame courses over every
rule set should be used. Balrogs are immune to all
surface of a Balrogs body. It may Kindle Fire (as per
fire attacks.
the spell) with only a touch. Any creature or object in
contact with the Balrog suffered 3D6 hit points of
Gamemasters other note: though
damage per combat round due to fire. If a character
Balrogs possess wings, they are incapable of flight.
is in contact with the Balrog (for example the Balrog
They are able to use their wings however to create
grasps or grapples the character), then their hair and
a gust of wind in front of them.
clothing may catch fire as well. A successful POW x 1
roll avoids this. In addition, due to the smoke and
Characteristic Roll Average heated air emanating from the Balrog, anyone within
STR 10D6 35 MOVE: 12 melee combat with a Balrog will be subject to the
CON 10D6 35 HIT POINTS: 35 Choking, Drowning, and Asphyxiation Spot Rules on
p.218 of the BRP rulebook, at 1D6 damage to CON.
SIZ 10D6 35 Damage Bonus
INT 2D6+6 13-14 +3D6 Magic Spells: Balrogs know all Sorcery spells. Due
POW 20D6 70 Tres Factor: to the Balrogs Maiar nature, they do not make a
DEX 4D6 14 1000 Stamina rolls after casting spells.
Hit Location Melee Points Overwhelming Presence: The sight of a Balrog is
Tail 01-02 10/9 frightening, to say the least. Legolas cried out in fear
Right Leg 03-04 10/12 and dismay when the Fellowship encountered Durins
Left Leg 05-06 10/12 Bain within Moria. When a Balrog is encountered in
close proximity, the characters will suffer an Aura
Abdomen 07-08 10/15
Attack (see p.214 Aura Attacks Spot Rule in the BRP
Chest 09-10 10/15 rulebook) at a -80% penalty to their resistance roll
Right Wing 11-12 10/9 attempt.
Left Wing 13-14 10/9
Power over Magic: Balrogs are primeval beings with
Right Arm 15-16 10/12
considerable power over magic. A Balrog can spend
Left Arm 17-18 10/12 one Combat Round to cast a counter-spell to any
Head 19-20 10/12 spell that has been cast. If the caster is still in the
process of casting the spell, the Balrog can engage
Strike to caster in a POW vs POW resistance attack (use
Weapon Percentage Damage
Rank the resistance table matching the Balrogs POW
Flaming Sword 3 100% 3D8+db bleed against the casters POW). If the Balrog succeeds,
Flaming Whip 1 90% 2D6+3 entangle caster fails to cast the spell. In addition, any spell that
Claw 5 100% 1D6+db bleed is less than seven levels in strength, will not affect a
Claw 10 90% 1D6+db bleed Balrog. Only spells with 7 levels or higher can hope
to have any effect on a Balrog.
Kick 8 70% 2D6+db crush
Wing Blast 8 90% @special Tainted Lair: The innate powers of a Balrog corrupt
its home. Vile creatures are drawn to its abode, while
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.4
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
good and natural creatures shun it. Anyone Hindquarters 05-07 2/5
approaching the lair of a Balrog will feel unease and Forequarters 08-10 2/5
may become afraid (natural creatures will become Right Fore Leg 11-13 2/3
spooked and flee in fear).
Left Fore Leg 14-16 2/3
Weapons of Flame: A Balrog carries two weapons. Head 17-20 2/4
The first is an enormous sword-far too big for any
man to wield-that does 3D8 damage. The second is Strike
a many-thronged whip that does 2D6+3 damage. Weapon Percentage Damage
Rank
On a Special success or better with the whip, a
Bite 9 50% 1D8+db bleed
Balrog may entangle a foe. Anyone entangled must
match their STR vs the Balrogs STR in order to Claw 7 60% 1D6+db bleed
remain standing or be bragged off at the mercy of
the Balrog. To escape from the whips Skills: Listen 35%, Stealth 75%, Spot 60%, Tracking
entanglement requires the entangled person to 40%
succeed in an Agility roll. This roll is considered POWERS
Difficult.
Paralysing Stare: When a Barghest is stalking or
hunting a prey, it will attempt to make eye contact
with it. If it succeeds, the Barghest will the attempt to
BARGHEST paralyse the victim with its horrifying stare.
Characters encountering a Barghest must succeed in
a Luck roll or inadvertently stare into the creatures
There are more threats in the cliffs and eyes. If this occurs the character must then also
crags of Eriador than Orcs and evil Men. Many succeed in a POW vs the Barghests POW roll on the
creatures that walk on four legs, both natural and resistance table. Failure means that the character is
evil, stalk prey in the hills and fields of the Northern paralysed with fear for that combat round and can
lands of Middle-earth. only parry, dodge or otherwise take defensive actions
Of all the four-legged creatures which stalk against the Barghest (they cannot cast defensive
the north-western lands, the Barghests are amongst spells however). The victim may attempt another
the worst. Evil hounds akin in a way to the Luck roll next combat round in order to break free. If
Werewolves, they are terrible creatures possessed they succeed in the Luck roll, they are no longer
of a weak Fell-spirit. They are rarely seen anywhere paralysed by fear and can act normally. If they fail in
but ancient fields of battle and burial grounds, the Luck roll, they are still affected by fear and can
haunting the grassy knolls where the dead lay. only continue to undertake defensive actions.
They are a pack animal and attack any prey they
see or smell, shredding them to pieces with their Undead Stamina: Due to the evil spirit of the
sharp fangs and powerful jaws. A Barghests eyes Barghest, this creature is possessed of some
glow a dull red colour, betraying the evil spirit of the qualities found only amongst undead creatures.
creature. Barghest take only half damage from physical attacks
from normal un-enchanted weapons, and heal all
Gamemasters note: though the Barghest is injuries at five times the normal rate for that of a man.
a living creature, it possesses qualities of some Further, Barghests do not have Weariness Levels (if
undead beings. This is due to the wicked spirit of this option is being used) nor Fatigue Points (if the
the creature and makes it a dangerous being to option is being used) and need never make Stamina
cross paths with. This also explains why the rolls to resist weariness for any reason.
creature is found mostly amongst places where the
dead have been laid to rest.
BARROW-WIGHTS
Characteristic Roll Average
STR 3D6+6 16-17 MOVE: 10 Barrow-wights infest the withered,
CON 3D6 10-11 HIT POINTS: 11 mummified corpses of the ancient nobility of the High
SIZ 2D6+4 11 Damage Bonus Men of the North. They remain clothed in their burial
shrouds or the ceremonial armour in which these
INT 2D6 7 +1D4
were laid to rest. Many wear crowns or carry other
POW 2D6+8 15 Tres Fact: N/A bejewelled symbols of their host's status in life. The
DEX 3D6 10-11 evil spirit animating the corpse causes the Barrow-
Hit Location Melee Points wight's eyes to shine a faint, cold light.
Right Hind Leg 01-02 2/3 In the 15th century of the Third Age, forces of
Left Hind Leg 03-04 2/3 the Witch-king of Angmar slew the last Dunadan
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.5
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
prince of Cardolan and drove the surviving nobility Some say valuable magic and coin can be
into the vast, hilly fields of Tyrn Gorthad. Many of picked off the ground by those brave enough to look,
these refugees held that land sacred, as their and they are correct. In fact, many of the people of
greatest kings and heroes of old rested there in Cardolan still lie unburied where they fell centuries
large burial mounds. It seemed like a fitting place ago, but the Barrow-wights know the locations of
for the Dunedain to take refuge and make a last these corpses and often hide near them, in tunnels
stand. and camouflaged pits where they crouch ready to
The Witch-king, however, did not see the drag hapless heroes to doom in the inky underground
surviving Dunedain as worthy of the attentions of darkness.
his armies. Instead, as a plague ravaged the In order to completely destroy a Barrow-
Northlands and threatened to eradicate the wight, the spell laid upon the barrow must be broken
Dunedain of Cardolan completely, the Witch-king and the wight must be vanquished. If the spell upon
called forth hundreds of evil spirits and dispatched the mound remains unbroken, the barrow will shortly
them to Tyrn Gorthad. The spirits entered and be reoccupied by another wight. To break the spell
animated the corpses of the ancient Dunadan upon the barrow, the treasure must be left free for all
heroes and kings, turning them against their finders, although the slayer is permitted to take a few
terrified descendants. items from the hoard. To take all of the treasure for a
By the time of the War of the Ring, only a purely good purpose may also break the spell.
few scholars remember the proper name of Tyrn
Gorthad. Most call the region 'the Barrow-downs. Characteristic Roll Average
While the great burial mounds that dot the hilly
region are rumoured to contain great treasures, few STR POW 16-17 MOVE: 10
dare to explore them because the Barrow-wights CON POW 16-17 HIT PNTS: POW
remain as well. SIZ 2D6+6 13 Damage Bonus
Barrow-wights reside in the burial mounds INT 2D6+6 13 +1D4
of the Barrow-downs. They rarely venture more POW @ 16-17 Tres Fact: 100
than a few hundred yards from the tombs they DEX 3D6 10-11
inhabit. Similar evil spirits also have been
Hit Location Melee Points
dispatched to infest the earthly remains of long-
dead leaders of Men elsewhere in Middle-earth. But Right Leg 01-04 Variable*/POW**
by far the greatest concentration of such spirits is Left Leg 05-08 Variable*/POW**
within the Barrow-downs. Abdomen 09-11 Variable*/POW**
There are three types of wights. Faeryn (S. Chest 12 Variable*/POW**
major wights; sing. Faeron) inhabit the tombs of Right Arm 13-15 Variable*/POW**
the kings of Cardolan, of which there are few. Left Arm 16-18 Variable*/POW**
Faerig (S. lesser wights; sing. Faereg) haunt the Head 19-20 Variable*/POW**
tombs of the princes of Arnor and Cardolan and the
greater of the ancient Edain. The Faer nibin (S.
minor wights; sing. Faer niben) guard the more Strike
Weapon Percentage Damage
modest barrows, many of which are clustered in Rank
groups along the down ridges or on smaller hillocks. Weapon # 7 70% Weapon +db
Barrow-wights are solitary creatures who Fist 8 60% see Icy Touch
generally avoid one another and instead focus on
living creatures that venture too close to their lairs. @ A Barrow-wights STR and CON are equal to its
Only in cases where several heroes or great POW. The POW of a Barrow-wight will depend upon
leaders were buried in the same tomb might more the grave that it inhabits and the wealth and status (in
than one Barrow-wight be encountered in the same life) of its deceased occupant. Thus a Major wights
barrow. POW will be 5D6+6, a Lesser wights POW will be
Barrow-wights only venture into the open 4D6+6 and a Minor wights POW will be 3D6+6.
during the darkest hours of night, as sunlight is * A Barrow-wight will wear the rotten clothes or
lethal to them, killing them instantly. They only armour of its barrows interred occupant by animating
attack small groups of travellers or lone sentries, the corpse, still dressed in its grave clothes or
using their spells to ensure their attack comes as a armour.
surprise.
Barrow-wights typically bring captured ** The corpse itself is too brittle to have hit points and
victims to their lairs, where they perform mock will either break or crumble if hit with an object.
religious services or hold mock royal courts. In However, due to the undead nature of the wight, it
either case, they eventually kill their victims by will only suffer half damage from physical attacks and
consuming their life-force. Special and Critical attack successes have no effect,
doing the same as any normal physical damage
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.6
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
would (ie half rolled damage). Only magic and and still ponds. Even those who explore dark caves
magical weapons will do full damage to a wight. A are more startled than truly afraid when the light of a
wights hit points are equal to its POW. Damage lamp disturbs the slumbering creatures into a
inflicted to a hit location of a wight will affect its total frenzied rush for the cave's exit. In these dark days,
hit points only, as wights have no true hit locations, however, the wild creatures of Eriador are not as they
for only the corpse they animate possesses true hit once were.
locations. A shadow of corruption now spreads
throughout the wilderness, bringing with it an
# A Barrow-wight will use a suitable weapon taken unwelcome darkness. The bats of Eriador, once
from treasure within its barrow. content to be concealed from villagers and townsfolk,
have begun hunting larger creatures, even swarming
Skills: Listen 75%, Stealth 75%, Spot 60%, Sorcery to attack unwary travellers in the night. Adventurers
100%, Tracking 60% from outlying areas tell tales of menacing creatures
with huge, leathery wings, cold black eyes, and
POWERS
needle-sharp teeth that deliver wicked bites. These
Magic Spells: Bladeshattering, Create Light, Evoke tales are troubling indeed, for these creatures of the
Fear, Fog-raising, Forgetfulness, Holding-spell, skies are numerous throughout Eriador. If they now
Spellbinding. Barrow-wights do not make Stamina fly in the service of a dark master, travel by night is
rolls after casting spells. Some wights, particularly likely to be perilous, even for the wariest adventurer.
those who inhabit the bodies of the greatest The details provided here are for the larger
Dunadan kings of old, know additional spells variety of bats that dwell now in the tainted lands of
selected from this list: Blast of Sorcery, Command, Eriador, such as Angmar, and in the lairs of the
Misdirection, Power of the Land, Shadow of Fear, creatures of Darkness. For the smaller, more
Slumber, Veiling Shadow. common variety of insectivorous bats, gamemasters
may wish to use the Insect Swarm creature rules on
Icy Touch: A Barrow-wight's touch is chill and
p.336-337 of the BRP rulebook as these bats are far
deadly. For every combat round of contact, the too small to require detailed characteristic
victim loses 2 points of Strength and Constitution. descriptions here, with the obvious difference being
When either attribute reaches 0, the victim falls
that bats have no stings. Instead of the insect swarm
unconscious for 2d6x10 minutes. Lost points are
sting, gamemasters may substitute the bats bite. This
regained at the rate of 1 point of STR and CON per
assumes that the bats are swarming in for the attack
10 minutes upon regaining consciousness-or in full
and not just trying to fly past. If these small bats are
upon the application of the spell Heal.
just been disturbed by someone and are swarming in
Overwhelming Presence: The presence of a order to fly away, use their Swarming Presence
Barrow-wight is frightening. When a Barrow-wight is power below and do not include any bite attacks.
encountered in close proximity, the characters will
suffer an Aura Attack (see p.214 Aura Attacks Characteristic Roll Average
Spot Rule in the BRP rulebook) at a -60% penalty
STR 2D4 5 MOVE: 1/12 fly
to their resistance roll attempt.
CON 2D6 7 HIT PTS: 9-10
Undead Stamina: Barrow-wights need never eat or SIZ 2D4 5 Damage Bonus
drink, take only half damage from physical attacks POW 2D6 7 none
from normal un-enchanted weapons, and heal all
DEX 1D6+18 21-22 Tres Fact: N/A
injuries at five times the normal rate for that of a
man. Further, Barrow-wights do not have Hit Location Melee Points
Weariness Levels (if this option is being used) nor Right Claw 01-03 0/2
Fatigue Points (if the option is being used) and Left Claw 04-06 0/2
need never make Stamina rolls to resist weariness Body 07-12 0/4
for any reason. Right Wing 13-15 0/2
Left Wing 16-18 0/2
Head 19-20 0/3
BATS
Strike
Weapon Percentage Damage
For those who wander beneath the Rank
moonlight on tranquil evenings in Eriador, the Bite 7 40% 1D4 bleeding
sound of bat wings in the darkened sky rarely
brings a sense of fear or dread. In the wilds of Skills: Listen 100%, Spot 35%
Middle-earth, it is not uncommon to hear the rush of
wings or catch a glimpse of small, darting shapes
flittering on a night's hunt for insects around fields
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.7
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.8
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.9
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.10
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.11
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.12
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.13
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.14
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
offspring. For this reason, female Winged-drakes, them the greater mobility, enabling them to strike
though less seen, are among the wealthiest of the unexpectedly and assail entire cities until every
breed. structure is aflame. A Winged-drake is a formidable
Though they rarely work together, except foe. They should be used as the ultimate or
under the duress of the Enemy, Winged-drakes penultimate adversary in any campaign.
never attack one another over treasure or for any
other reason. At the same time, they never come to Characteristic Roll Average
the aid of another, unless it is a female to whom
they owe protection. STR 20D6 70 MOVE: 10/12 fly
The great host of the Winged-drakes first CON 10D6 35 HIT POINTS: 53
appeared in the Great Battle that ended the First SIZ 20D6 70 Damage Bonus:
Age. Those winged dragons that survived retreated INT 4D6 13-14 +8D6
into their mountain homes, neither seen nor heard Tres Fact:
from again until Third Age 2570, when they POW 4D6+6 20
10,000
reappeared in the Grey Mountains to make war on DEX 3D6+3 16-17
the Dwarves and the othod. By Third Age 2589,
Hit Location Melee Points
the combined forces of the Winged-drakes and the
Cold-drakes forced the Dwarves to flee the Grey Tail 01-02 18/14
Mountains. Right Hind-leg 03-04 18/18
In Third Age 1981, around the time the Left Hind-leg 05-06 18/18
Dwarves were expelled from Moria, the winged Hindquarters 07-08 18/22
dragon known as Scatha made his lair deep in the Forequarters 09-10 18/22
Grey Mountains, taking possession of a lost Dwarf- Right Wing 11-12 18/14
hoard. When Fram son of Frumgar of the othod Left Wing 13-14 18/14
slew the beast, the riches became the centre of a
Right Fore-leg 15-16 18/18
great dispute between men and dwarves, both of
whom laid claim to the vast treasure. In the end, the Left Fore-leg 17-18 18/18
rival parties slew each other, furthering the belief in Head 19-20 18/18
the curse of dragon-treasure. Many years later, NOTE: Winged Drakes have natural 18pt scaly skin.
omer of Rohan bestowed upon Meriadoc Strike
Brandybuck the Horn of Buckland, one of the items Weapon Percentage Damage
Rank
from Scathas hoard. Claw
@
3 80% 4D6+db bleed
In Third Age 2770, Smaug, hearing of the
Bite 10 75% 7D6+db bleed
great wealth of the Dwarves, emerged from a long
slumber to assail the Dwarf-kingdom of Erebor, east Breathe Flame 12 100% 4D6+special*
#
of Mirkwood. So massive was the onslaught that Tail Swipe 8 50% 5D6+db crush
most of the dwarves within the Lonely Mountain Wing Blast** 8 N/A special
@
were annihilated, as well as the nearby town of A Winged-drake can strike with two claws per
Dale. Smaug then collected all the treasures of combat round. The first claw strikes on the SR
Dale and Erebor, gathering them into one hoard indicated while the second claw will strike 5 SRs
upon which he rested for decades. after that.
Realising the devastation that might be
#
wrought if the Enemy should manage to gain A dragons tail swipe is handled as a sweep attack,
control over the beast, Gandalf assembled a as described in the spot rules for Sweep Attacks on
company of dwarves under the leadership of Thorin page 233 of Chapter Seven: Spot Rules of the BRP
Oakenshield which included the hobbit Bilbo rulebook).
Baggins and led them in an assault on the Lonely
Mountain in the year Third Age 2941. In the end, a *A dragons fire covers an area 3 meters in diameter
man called Bard of Dale pierced the single and has a range equal to the dragons POW in
unarmoured spot on the dragons underbelly, and meters, using the rules for Area Attacks on page 213
the dead beast plummeted into the Long Lake, of Chapter Seven: Spot Rules of the BRP rulebook.
destroying the lake-town of Esgaroth. From then on, A dragons flame breath does 4D6 points of damage
all inhabitants of Esgaroth avoided the place where to the target, though armour will protect against this
Smaug fell, fearing the dragons remains have damage. If the optional hit location system is being
cursed the area forever. used (recommended by this GM!), this damage is
applied to all the targets hit locations equally. 4D6 is
Gamemaster note: Of all the breeds of rolled once, and the damage is applied to each hit
dragons, the Winged-drakes are the most likely to location. A dragon must expend 1D6 power points to
be encountered by characters. Though not as belch forth flame. Additionally, the target is likely set
strong as the Fire-drakes, their ability to fly gives on fire. See the spot rules for Fire and Heat on page
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.15
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.16
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Hit Location Melee Points Skills: Listen 55%, Spot 70%, Sense 50%, Track
Tail 01-03 8/6 50%
Right Leg 04-06 8/8
Left Leg 07-09 8/8 WORM
Hindquarters 10-11 8/10
Forequarters 12 8/10 Worms are related to the Great Worms,
Right Wing 13-15 8/6 those Dragons that are also called Cold Drakes. The
Left Wing 16-18 8/6 Wise believe that these diminutive Worms are an
Head 19-20 8/8 early offshoot of the experiments that bread the
Great Dragons. These Worms spread into Middle-
NOTE: Wryverns have natural 8pt scaly skin.
earth at the fall of Beleriand and have settled in the
Strike high foothills and mountain ranges found throughout
Weapon Percentage Damage
Rank Middle-earth. They are warm blooded and are able to
@
Claw 5 60% 1D6+db bleed adapt to any climate. Various subspecies exist,
Bite 10 40% 1D8+db bleed where their form remains the same, only the colour of
Breathe Flame 12 70% 3D6+special* their skin differs.
Tail Swipe
#
8 50% 3D6+db crsh Worms herd together in large groups of
Wing Blast** 8 N/A special anywhere up to twenty individuals, and in some
@
Wryverns poses a single large claw-nail in place areas, even more. They make their nests on the
of their thumb. This thumb protrudes outwards ground by piling stones into large mounds and laying
from the leading edge of the wing-spar and is their eggs in the depressions at the top.
Worms can grow up to 18 metres in length,
usually used to slice open pray. The claw-nail is
most however grow to around 3 metres. They are
roughly the length and size of a mans hand. A
aggressive carnivores and devour anything that they
Wryvern can strike with two claws per combat
round. The first claw strikes on the rank indicated can get their teeth into, including smaller Worms! As
while the second claw will strike 5 ranks after that such, if killed and the contents of the Worms stomach
(ie Dex/Strike ranks 5 and 10). is removed, it may prove profitable as its digestive
juices will not dissolve coins, jewellery, precious
# stones and other non-organic items.
A Wryverns tail swipe is handled as a sweep
attack, as described in the spot rules for Sweep
Attacks on page 233 of Chapter Seven: Spot Gamemaster note: Worms can grow up to
Rules of the BRP rulebook). 18 metres, possibly larger, though this is pure
speculation as none amongst the Free Peoples have
*A Wryverns fire covers an area 1 meter in ever seen any larger than this. The largest amongst
diameter and has a range equal to the creatures any herd of these beasts will almost always be a
POW in meters, using the rules for Area Attacks on female. Few males have ever been known to exist
page 213 of Chapter Seven: Spot Rules of the that grew greater than 9 metres either. Three sets of
BRP rulebook. The flame breath does 3D6 points of statistics are provided below. The first in any given
damage to the target, though armour will protect entry is for a 3 metre Worm. The second set is for
against this damage. If the optional hit location Worms that have grown to 9 metres in length. The
system is being used (recommended by this GM!), last set is for the 18 metre in length large matriarchal
this damage is applied to two adjacent hit locations female Worm. In any group of Worms, only 1% will
of the target. Roll once for the hit location, then the ever get to 18 metres in length and only 10% will
gamemaster must decide a logical neighbouring hit every grow to 9 metres.
location that is also hit. The 3D6 is rolled once for
damage, and the damage is applied to each hit Characteristic Roll Average
location. A Wryvern must expend 1D8 power points 2D6+18 25
to belch forth flame. Additionally, the target is likely STR 3D6+30 40-41 MOVE: 8
set on fire. See the spot rules for Fire and Heat on
3D6+50 60-61
page 223 of Chapter Seven: Spot Rules of the
2D6+6 13
BRP rulebook.
CON 2D6+12 19 HP: 19 / 30 / 46
2D6+24 31
**A Wryvern can create a powerful gust of wind by
buffeting its wings. Anyone within a 5 metre radius 2D6+18 25 Damage Bonus:
of the creatures flight path-or within 10 metres if the SIZ 3D6+30 40-41 +1D6
creature is hovering-must succeed in an Easy Effort 3D6+50 60-61 +3D6
roll in order to remain standing. Those who fail are INT 5 5 +7D6
immediately knocked prone. POW 3D6 10-11 Tres Fact: 10
DEX 2D6+6 13
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.17
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Hit Location Melee Points than fighting on to its death. Water-wyrms have been
Tail 01-02 5/7 8/10 10/16 known to dump small boats over by rising beneath
Right Hind-leg 03-04 5/7 8/10 10/16 them, then attacking the helpless sailors as they
struggle in the water.
Left Hind-leg 05-06 5/7 8/10 10/16
Hindquarters 07-10 5/9 8/12 10/20
Gamemaster note: Upon hatching, a Wyrm
Forequarters 11-14 5/9 8/12 10/20 is about two metres long and has 3D6 SIZ and STR.
Right Fore-leg 15-16 5/7 8/10 10/16 The Wyrm will grow at the rate of 1D6 SIZ and STR
Left Fore-leg 17-18 5/7 8/10 10/16 every five years until it reaches the age of 35, when
Head 19-20 5/7 8/10 10/16 the creatures growth slows dramatically. By this point
NOTE: armour points shown are 5pts for a small Worm, 8pts for the creature is some nine metres in length. After age
a medium sized Worm and 10pts for the 18 metres sized Worm. 35, a Wyrm will continue to gain 1D6 SIZ and STR
every 50 years. A Wyrm may live for many hundreds
Strike of years. The Characteristics given below are for a
Weapon Percentage Damage
Rank juvenile Wyrm between 35 and 85 years old. Wyrms
@
Claw 5 60% 1D6+db bleed do not reach maturity and start breading until they
Bite 10 40% 1D8+db bleed are over 100 years of age. Wyrms can fly (Water-
#
Tail Swipe 8 50% db crushing wyrms can swim) at the movement rate of 12. All
Wyrms can slither along the ground at a rate of 10
@ however.
A Worm can only attack with one claw per combat
round. It can however combine this claw attack with
either a bite or tail swipe in the same combat round. Characteristic Roll Average
STR 11D6 38 MOVE:12fly/swim
#
CON 4D6 16 HIT POINTS: 26
A Worms tail swipe is handled as a sweep attack, SIZ 10D6 35 Damage Bonus:
as described in the spot rules for Sweep Attacks on
INT 5 5 +4D6
page 233 of Chapter Seven: Spot Rules of the
BRP rulebook). POW 3D6 10-11 Tres Fact: 18
DEX 2D6+6 13
Skills: Listen 40%, Spot 70%, Sense 80%, Track Hit Location Melee Points
70% Tail 01-04 8/7
Hindquarters 05-08 8/11
Forequarters 09-12 8/11
Right Wing 13-14 8/9
WYRM Left Wing 15-16 8/9
Head 17-20 8/9
Wyrms resemble nothing so much as
NOTE: Wyrms have natural 8pt scaly skin.
snakes with wings. Utterly limbless, they have
draconic heads and thick scaly armour that betrays Strike
Weapon Percentage Damage
their relationship to dragons. Solitary hunters, it is Rank
very rare to find a group of Wyrms acting in unison, Bite 10 85% 1D10+db bleed
#
unless they are a group of recent hatchlings that Tail Swipe 8 60% 4D6 crushing
are foraging for their first meals. A Wyrm is a Wing Blast** 8 N/A special
patient, dangerous foe and not to be trifled with.
#
Wyrms are found throughout the mountains A Wyrms tail swipe is handled as a sweep attack,
of Middle-earth however they have rarely been as described in the spot rules for Sweep Attacks on
encountered in the north-west of the continent, and page 233 of Chapter Seven: Spot Rules of the BRP
then only in Angmar, the Grey Mountains, the rulebook).
Withered Heath, the Iron Hills and east of Rhun.
Water-wyrms have also been encountered **A winged Wyrm can create a powerful gust of wind
by sailors throughout Middle-earth, both at sea and by buffeting its wings. Anyone within a 5 metre radius
in large lakes. Water-wyrms have no wings but of the creatures flight path-or within 10 metres if the
swim with the aid of fins where their wings would creature is hovering-must succeed in an Easy Effort
normally be. It appears that a Water-wyrm is roll in order to remain standing. Those who fail are
adapted to breathing both air and in water, due to immediately knocked prone. Water-wyrms do not
external gills that can be extended from its neck posses this ability.
(much like an Axolotl).
If seriously wounded, a Water-wyrm is more Skills: Listen 40%, Spot 70%, Sense 80%, Track
likely to dive beneath the waters surface to heal, 50%
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.18
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
DOURHAND Weapon
Strike
Rank
Percent
age
Damage
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.19
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
@
hunters show no mercy to foes or prey. Clasped in A Great Eagle can strike with both claws
the Eagle's talons, a foe may as well shut his eyes simultaneously and peck 5 Strike Ranks later.
and prepare for eternity. Armed with a hooked beak
and vice-like, four-toed talons to clutch and crush or *A dropped rock will do +1D6 for every three
impale its prey, an eagle cannot be easily overcome additional metre fall, after the first three metres, up to
by force. a maximum of +10D6. So a rock dropped from 9
The eyes of the Eagle are relatively bigger metres height will do 1D10+3D6. Maximum damage
than that of a man. Unlike other birds, their retinas from this type of attack is 1D10+10D6.
contain dense concentrations of extraordinarily
precise colour nerve receptors to give a **A Great Eagle can create a powerful gust of wind
marvellously accurate sense of colour by buffeting its wings. Anyone within a 10 metre
discrimination. A soaring Eagle can perceive details radius of the eagles flight path-or within 20 metres if
in a landscape eight times better than a man. For the bird is hovering-must succeed in a Difficult Effort
example, the Lord of the Eagles can spot a rabbit roll in order to remain standing. Those who fail are
dashing for cover a mile below in the moonlight! On immediately knocked prone.
top of the superb accuracy, an Eagle's eyes point
both forwards and sideways, allowing the great bird Skills: Listen 85%, Spot 90%, Sense 70%, Track
an unusual degree of peripheral vision. Little loss of 80%
accuracy and clarity occurs in the dark.
POWERS
Gamemaster note: The great natural gifts Majestic Presence: The sight of a Great Eagle is
of the Eagles make them valuable allies in war. frightening, overpowering and awe inspiring to say
However domineering and lacking in sentiment, the the least. When a Great Eagle is encountered in
Eagles are concise, rational, and difficult to beguile. close proximity, any evil creature will suffer from an
Unlike Dragons, who (one-on-one) have greater Aura Attack (see p.214 Aura Attacks Spot Rule in
destructive power, the Great Eagles operate as a the BRP rulebook) at a -80% penalty to their
squadron, and their wisdom and knowledge make resistance roll attempt. Those who are not under the
them a match for almost any evil force in Middle- influence of the Shadow, and to whom the Great
earth. These extremely wise and intelligent beasts Eagle is providing aid, will instead feel inspired by the
will not interfere often in the concourse of the world, presence of this majestic creature and receive a
but when they do their interference should be most boost of confidence in their efforts of +20% to all
puissant and effective in nature. combat skill, Effort, Luck and Agility rolls.
Characteristic Roll Av.
STR 20D6+30 90 MOVE: 6/12 fly
CON 4D6+21 33 HP: 62 EARTH-KIN
SIZ 20D6+30 90 Dam. Bonus:
INT 4D6 13-14 +10D6 There are some races and species within
POW 1D6+18 21-22 Tres Fact: Middle-earth whose origins are lost in time and not
DEX 3D6+3 16-17 none even the lore of the Eldar speaks of how they came
into being. One such species is the Earth-kin. These
Hit Location Melee Points
giants stand twice as tall as a man. They are
Right Talon 01-03 12/11 generally docile and gentle in nature and have a
Left Talon 04-06 12/11 strong affinity with nature, living as hunter-gathers
Body 07-12 12/26 who follow the herds of Aurochs that are their primary
Right Wing 13-15 12/11 source of meat. Because of this, some amongst the
Left Wing 16-18 12/11 Wise believe that Yavanna apportioned to the Earth-
Head 19-20 12/16 kin a role as shepherds over the wild herds of Middle-
earth, much like what the Ents are to the forests.
NOTE: Eagles have natural 12pt feather and skin armour. There is no certainty to this hypothesis
Strike however. The Eldar believe that the Earth-kin hail
Weapon Percentage Damage
Rank from the foothills and planes of Angmar long before
@ 1D8+db that land was corrupted and fell under the shadow.
Claw 3 95%
bleeding Indeed, it would seem that the Earth-kin are on a
@ 1D6+db slow migration into the foothills of northern Rhudaur
Peck 8 95%
impale and the Trollshaws and across the plains from
1D10+1D6* Angmar to the Emyn Sl (Weather Hills) of Arthedain.
Dropped rock 12 50% This migration is in part due to the migration of the
crushing
Wing Blast** 8 N/A @special Aurochs that were once plentiful in this region before
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.20
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
its decline, and also due to the dangers that arose Skills: Craft (various primitive items skills) 45%,
in Angmar. Darkvision 40%, Dodge 40%, Grapple 45%, Lore
The Earth-kin have always been a (animals) 85%, Lore (plants) 85%, Lore (herbs) 85%,
peaceable, gentle folk who kept to themselves and Language (Westron) 30%, Language (Earth-kind)
lived in small clans consisting of no more than a few 80%, Listen 75%, Repair (primitive weapons and
families. Now however, they have been forced to armour) 55%, Sense 50%, Spot 85%, Throw 75%.
band together in larger groups in order to protect
POWERS
themselves from the patrols of Angmar. They are
ever ready to pack-up their temporary settlements Magic: Only Earth-kin Shamans will know any magic,
and be on the move to safer locations in order to which will be confined to spells from the Beasts and
avoid conflict. Some Clans and even Tribes of Birds, Restoration and Ritual magical skill specialities
Earth-kin however have fallen under the influence at around 80% chance of success.
of the Witch-king of Angmar, having been beguiled
by his lies. These fallen Earth-kin are mostly still
found within Angmar itself, but some of their
hunters have been recruited to the Witch-kings ENTS
armies and are sometimes seen in Angmarim
patrols. (Onodrim)
Any such fallen Earth-kin is a mortal enemy
to his un-fallen brethren. Of late the Earth-kin bards The Ents are the strongest and, except for
have begun to sing of the tragedies of the kin- the Giants, the largest of the natural races. Their
slayings that have occurred between these two limbs are extremely hard and can rend stone and
factions, something that has never before been steel when they are roused, which, while rare, is a
heard of among this race. sight few wish to behold.
Though some of the oldest of speaking
Characteristic Roll Average peoples, Ents were dormant until the coming of the
Elves. Elves taught them to speak and inspired them
STR 4D6+12 25-26 MOVE: 12 to become mobile. Ents are the shepherds of the
CON 2D6+12 18-19 HIT POINTS: 23 forest and usually resemble one specific variety of
SIZ 4D6+12 25-26 Damage Bonus: tree. This leads to a wide disparity of sizes and
INT 2D6+3 10 +2D6 descriptions for Ents but all are humanoid in shape,
POW 3D6 10-11 Tres Fact: 1 albeit in a silvan kind of way. Gentle by nature, Ents
DEX 3D6 10-11 are not quick thinkers and do not act rashly except
when incredibly angry or under immediate threat.
APP 2D6 7
Ents are a dwindling race, partially because
Hit Location Melee Points they have been reverting to their dormant tree-like
Right Leg 01-04 2/8 form out of weariness, forgetfulness, or bitterness.
Left Leg 05-08 2/8 Another key cause is the disappearance of the
Abdomen 09-11 2/8 Entwives, who, over a span of many years, became
Chest 12 2/10 sundered from their mates and have vanished from
Right Arm 13-15 2/6 the pages of history.
Left Arm 16-18 2/6 By the dawn of the Fourth Age of the Sun in
Middle-earth, the Ents appeared to have faded into
Head 19-20 2/8
the eves of Fangorn Forest, never to be heard of
NOTE: Earth-kin posses 2pts natural armour. They will generally again amongst men. A rumour amongst the Wise
wear 2pt. leather armour under 3pt. Auroch hides as well. however tells of how two young Hobbits were given
Strike Percent an errand by Treebeard, the leader of the Ents of
Weapon Damage Fangorn Forest, to investigate the Shire on his
Rank age
Club, Heavy 5 50% 1D8+db crush behalf. Tales from Shire-folk in the north of the Shire
spoke of strange giants that would be seen very
Spear, Long 3 75% 1D10+1+db imp
rarely in the woods and forests of there. Treebeard
1D4+ db crush believed that the Shire was a land that the Entwives
Bola 1/CR 55%
or Entangle would have loved, based on the descriptions of the
Bow, Self 1D6+1+db Shire given by those Hobbits.
8 55%
(large size) impaling. Perhaps the Forth Age was not the end of the
Sling 1/CR 80% 1D8+ db crush Ent race. Perhaps, somewhere in the north of the
Note: all weapons are of primitive make (eg, spear Shire, the Ents and the Entwives were once again
will have a flint head and shaft will be made of reunited and the Forth Age saw the siring of a whole
wood) and designed for a large creature to use. new generation of Entlings. None can be certain.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.21
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.22
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.23
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
died on the mountain. As they are now buried in may hear the faintest of whispers in the wind. But
chasms and beneath glaciers, a trip to Caradhras they will not be able to determine whether it was just
could be of great benefit to anyone willing to take the wind they heard or what may have been said.
the risk.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.24
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.25
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.26
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Longspear of Ice: The longspear of a Helegrog is could send back to sleep deep below the surface of
a two-handed, Troll sized weapon that does 3D6+5 the earth. Being both shade and flesh, any evil less
damage. On a special or critical strike success, the powerful than the Balrog would bend a knee in
Helegrog pins its opponent to the ground, servitude or flee in fear.
automatically freezing it as with its Grip of Ice It is rumoured amongst the Free Peoples
ability. who keep watch over the passes into Angmar, that
some of the evil that lurks in that land may be
Magic Spells: Helegrogs know all Sorcery spells.
attributable to such creatures as these. This remains
Due to the Helegrogs Maiar nature, it does not
rumour however as none of these scouts and rangers
make Stamina rolls when casting spells.
have ever seen one, though they rarely venture into
Overwhelming Presence: The sight of a Helegrog that tainted land unless absolutely necessary and
is frightening, to say the least. When a Helegrog is certainly do not seek out suck encounters. If a Balrog
encountered in close proximity, the characters will was once present within that land, it can be certain
suffer from an Aura Attack (see p.214 Aura Attacks that the Regmyl were present also, chained in the
Spot Rule in the BRP rulebook). darkness as guardians over the Balrogs domain.
Sheath of Ice: The armour of a Helegrog is made
of a magical icy plate. Before a hit location can be
Gamemaster note: The lands of Angmar
damaged, the armour protecting the creature must and Mordor are the most likely place where
be chipped away first. For each successful hit made adventurers would encounter the Regmyl. Several
against a hit location, that armour at that location is are likely to be present in the deepest part of Moria.
lowered by 1 point. Once all the armour is gone The Paths of the Underdeeps are also a likely place
where they would dwell. These creatures present a
from that location, the creature is vulnerable to
damage normally. Outside of combat, it takes one formidable challenge to adventurers due to not only
minute for 1 point of armour to reform at each of the their might, but also their semi-corporeal nature and a
hit locations that have lost armour. number can be expected to be encountered as
guardians within the dungeons of a Balrogs
Tainted Lair: The innate powers of a Helegrog stronghold. Regmyl are tied to a place as determined
corrupt its home. Vile creatures are drawn to its by the Balrog that has summoned them. They are
abode, while good and natural creatures shun it. enthralled to the Balrogs will and cannot go beyond
Anyone approaching the lair of a Helegrog will feel the bounds that chain it to the physical world. They
unease and may become afraid (natural creatures are usually set by a Balrog as a guardian over its
will become spooked and flee in fear). chambers and treasure troves.
Weapons of Ice: All of the Helegrogs weapons are
made of ice and are Troll-sized. If the creature is
killed, its weapons will melt away, even if kept in Characteristic Roll Average
cold storage. STR 5D6+6 23-24 MOVE: 10
CON* POW 28 HP**: POW
SIZ 4D6+6 20 Damage Bonus
ROGMUL INT
POW
2D6+6
8D6
13-14
28
+2D6
Tres Fact:
Another survivor of the Elder Days is the DEX 3D6 10-11 300
Rogmul. Regmyl (singular: Rogmul) are lesser fire- Hit Location Melee Points
demon spirits that are called forth, and enthralled by Misty Base 01-08 special/POW
the will of a Balrog. While they are in fact minor Abdomen 09-11 special/POW
spirits, they are among the mightiest of the sort. Chest 12 special/POW
They are great brutes of evil will and fierce strength. Right Arm 13-15 special/POW
Wherever a Balrog is or once was it can be Left Arm 16-18 special/POW
wagered that a Rogmul or two is not far away. Head 19-20 special/POW
So little is known about them by the Wise
as few of the Free Peoples have ever encountered NOTE: refer to Armour of the Damned power below regarding
a Rogmul, and of those who have, fewer still have armour.
survived to tell of the ordeal. What is known of them Strike
is that they are an ancient and powerful creature Weapon Percentage Damage
Rank
that sprang from the same dark depths where the Rogmul 1D10+1+db
Balrogs were awakened. They are beings trapped @ 5 80%
Sword bleeding
between Middle-earth and the realm of the Unseen. Rogmul 3D6+db
Enslaved to the Balrogs, Regmyl are among those 3 80%
Halberd bleeding
creatures that the people of Middle Earth wish they
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.27
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.28
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
young amongst the species is not uncommon. Once including combat skills. This penalty remains for as
the young are old enough to fly and fend for long as they remain in the area of the beasts stench.
themselves they are chased away from the parents The Stamina roll must be undertaken every time a
roosting site. They may stay nearby as the parents character re-enters the area of the beasts stench.
will not treat them as a serious threat until they fully
mature.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.29
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.30
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.31
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Gamemaster note: Ghosts are often highly clawing at, enveloping, or otherwise physically
specific to the conditions of their death and their attacking the target. If the ghost overcomes the
environment, and ideally should be crafted by the targets POW, he or she loses 1D3 power points. If
Gamemaster to fit the circumstances of the setting. the character can overcome the ghost, he or she
Ghosts usually possess only POW, though some causes it to lose 1D3 power points. More powerful
ghosts may have APP. All ghosts exhibit a form of ghosts may drain 1D6 power points (or even more)
INT that shows a kind of cognitive awareness, but from a target in a single combat round, but will only
in truth is not true Intelligence but self-aware lose 1D3 power points if overcome by the intended
memories. Other ghosts are phantoms created by target. This combat continues each combat round
other beings that are used to beguile, deceive or until the target is unconscious, or either side has fled.
otherwise mislead the living. The INT of such A ghost will flee before it reaches 0 power points. A
ghosts will be the INT of the creature or being that ghost that reduces a character to 0 power points may
created the phantom and that creature or being will possess him or her, usually causing the victim to
speak through the ghost pretending to be the dearly commit suicide or harm another person. Even if a
departed loved one of the living person being ghost possesses a character, it remains tied to the
deceived. A ghost may appear to be solid, and have site of its haunting and cannot leave.
characteristics (STR, SIZ, and DEX) as a living Incorporeal: Ghosts are immaterial, and are not
being, though it will never have a CON value. subject to the limitations of the physical beings nor
can they take physical damage.
Characteristic Roll Average
Other Powers: In addition to ghostly combat, a ghost
STR variable var. MOVE: equal to may have powers suited to its former existence and
CON N/A N/A POW role in the setting, or to the being that created it.
SIZ variable var. HP: none Traditional powers for ghosts, that can be found in
INT variable var. Damage Bonus: the Powers Chapter of the BRP rulebook include
POW 4D6 14 none psychic powers such as Cryokinesis, Mind Blast,
Mind Control, Pyrokinesis, Telekinesis, or super
DEX variable var. Tres Fact: var.
powers such as Drain, Energy Control, Invisibility,
Teleport, and even Weather Control. All these
Hit Location Melee Points powers will need to be held within the context of
Middle-earth. At the gamemasters discretion, ghosts
Ghosts have no hit points nor do they possess may or may not be vulnerable to powers such as
armour magic, sorcery, or psychic powers, though it is
suggested that if they are able to attack the living, the
Weapon
Strike Percent
Damage characters have some means of fighting back or
Rank age banishing them.
Ghostly POW vs 1D3 power
1
combat POW points
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.32
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.33
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.34
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
The origins of the Griffin have been lost in Characteristic Roll Average
time. Whether they are a natural species within
Middle-earth or a creature that has been despoiled STR 2D6+6 13-14 MOVE: 10
by the influence of the Shadow is a point of much CON 2D6+6 13-14 (6 glide)
#
conjecture amongst the Wise. The creature would SIZ 1D6+1 4-5 HIT PTS: 10
conceivably have to been the result of sorcery given INT 5 5 Damage Bonus
its appearance, but its widespread distribution POW 3D6 10-11 none
across the ancient forests of Middle-earth would DEX 2D6+6 13-14 Tres Fact: N/A
suggest that the creature is a completely natural Hit Location Melee Points
one.
The fact that the species is found mostly in Right Hind Leg 01-02 1/3
the ancient forests that once upon a time were Left Hind Leg 03-04 1/3
joined to make one single primordial forest covering Hindquarters 05-07 1/5
most of Middle-earth lends weight to the argument Forequarters 08-10 1/5
that the creature is indeed a natural species. Right Fore Leg 11-13 1/3
Griffins are roughly the size of a Leg Fore Leg 14-16 1/3
domesticated dog and indeed have the body, hind Head 17-20 1/4
legs and short whip-like tail that in appearance are
identical to a greyhound dog. However the head of
NOTE: A Griffin possesses 1pt of natural armour. Griffins used in
the creature is shaped like that of an eagle. The a capacity as guard-dogs will have specially made leather
creatures limbs are taloned and a fleshy thick armour by their keepers.
membrane flap extends between the fore and hind Strike
limbs and gives the creature the ability to glide. The Weapon Percentage Damage
Rank
creature must have avian ancestry not only due to Bite
@
12 50% 1D6+db impale
its eagle like appearance, but also by virtue of the @
Claw 7 50% 1D6+db impale
fact that the creature is known to lay eggs and to
@ A Griffin attacks with two claws simultaneously
build nests in tree canopies or on rock outcrops in
the same fashion as birds do. and bites 5 Strike Ranks later.
They are excellent climbers, climbing in
similar fashion to that of a bat, and prefer to spend # Within the ancient tales of the east, stories of
the majority of their time roosting in trees rather Griffins of much larger size have been told of.
than being on the ground. Griffins have also been Though the Wise believe that these tales are fanciful
imagination, there may be some truth to them.
observed in the high peaks of a number of Middle-
earths mountain ranges, though they were clearly a
Skills: Dodge 50%, Glide 55%, Listen 55%, Sense
forest dwelling species when the First Born
migrated across the land into Beleriand. 50%, Spot 75%.
The species is a voracious predator but will
also feed on carrion if the opportunity presents
itself. They are social creatures living in family
groups of up to a dozen or so individuals and are HUORN
highly territorial. Griffins often ambush prey from
their roost within tree canopies. Those who live near the forests of Middle-
In the east of Middle-earth, there are tails earth are often heard telling tales of the ancient
amongst the Easterling tribes that speak of powerful power that lies within darkened woods; trees speak
sorcerers and war-lords having tamed or reared to one another in voices all their own and have even
these creatures to act as watchdogs. The Wise are been seen, although admittedly on rare occasions, to
uncertain if these tales have any truth to them, but it move and travel of their own free will. Many of these
would not be beyond the bounds of plausibility, tales are simply dismissed as ancient legends of the
especially if the creature was reared from a chick. forest, but adventurers within Middle-earth would do
well to heed the truth of these tales. These "walking
Gamemaster note: Griffins are not innately trees" do indeed exist. Though each is as unique as
wicked creatures. Their voracious appetite as a the very trees themselves, most are said to be thick
predator gives rise to the superstitions that the and gnarled, with long, arm-like branches, deadly,
creature is a creature of the Shadow. The creature grasping, twig-like claws, and are capable of moving
is a species tainted by sorcery; however none know at great speed, especially when the need is dire.
just from what natural creature the species is
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.35
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Few know the true origin of the Huorns, for Characteristic Roll Average
these forest-dwellers are no doubt ancient. Some
say they are a form of Ent, the legendary tree- STR 4D6+40 54 MOVE: 18
shepherds, changed over time to be more like the CON 4D6+12 26 HIT POINTS: 45
@
trees of ancient forests such as Fangorn far to the SIZ 6D6+42 63 Damage Bonus:
east. Others claim they are trees, coming to INT 3D6 10-11 +6D6
awareness and becoming more like the Ents of the POW 3D6 10-11 Tres Fact: N/A
ancient legends. It is known that Huorns can speak DEX 2D6+3 10
the language of the Ents and have often worked
Hit Location Melee Points
together with the forest guardians against the rising
forces of darkness. Right Roots 01-02 10/15
No matter their origin, the powerful Huorns Left Roots 03-04 10/15
spend most of their days moving little, watching as Trunk 05-08 10/18
silent protectors, usually deep within the darkness Right Lower
09-11 10/12
of their woodland homes. However, they are fiercely Branches
protective of the ancient stands of Middle-earth and Left Lower
fight with unmatched speed and deadly 12-14 10/12
Branches
effectiveness when called into action to defend their Right Upper
land and their ages-old secrets. While most are 15-17 10/12
Branches
simply wild and dangerous without the guidance of Left Upper
the Ents, there are others still, called Black Huorns, 18-20 10/12
Branches
who are rotten to the core and will harm anything
that walks on two legs. NOTE: armour is thick wooden bark. See also Gamemaster Note
Strike Percent
Weapon Damage
Gamemaster note: Merry's words in The Rank age
Lord of the Rings sheds additional light on the 2D6+db
#
nature of Huorns. "Treebeard won't say much about Branch Strike 3 70% crushing +
them, but I think they are Ents that have become knockback
almost like trees, at least to look at. They stand 2D12+db
#
here and there in the wood or under its eaves, Branch Slam 7 55% crushing +
silent, watching endlessly over the trees; but deep knockback
in the darkest dales there are hundreds and 4D12+db
#
hundreds of them ..."There is great power in them, Trample 12 55% crushing +
and they seem able to wrap themselves in shadow: knockback
it is difficult to see them moving. But they do. You # A Huorn will attempt to strike with up to four Branch
are standing looking at the weather, maybe, or Strikes per combat round. The first strike will occur
listening to the rustling of the wind, and then on Strike Rank 3, the second on Strike Rank 6, the
suddenly you find that you are in the middle of a next at Strike Rank 9 and the last at Strike Rank 12.
wood with great groping trees all around you. They Once every two combat rounds, the Huorn will forgo
still have voices, and can speak with the Ents ...but its multiple branch strikes and instead go for a single
they have become queer and wild. Dangerous." branch slam. The Huorn is also capable to charging
Gamemaster note: All Huorns are forward and trampling its foe under its many thick
susceptible to attacks by fire and by axes. They roots. The Huorn will only attempt this if it is truly
take an additional 1D6 damage if attacked by either angered and becomes filled with blind rage.
of these weapons. Impaling or crushing weapons,
@
such as swords, spears, arrows, maces, rocks etc SIZ: The size of a Huorn is dependent upon the
are particularly ineffective against an Huorns thick species of tree that the creature belongs too. An
bark, inflicting only the minimum weapon damage average SIZ has been given, however this may be
on a successful attack (although any damage increased or decreased depending on the species of
bonus remains unaffected). Critical and special tree the Huorn originates from. Conceivably any
success attacks by all weapons other than axes species of tree can produce a Huorn.
and fire are treated as a though they were a normal
attack success doing only the weapons minimum Skills: Hide (in Woods and Forest) 100%, Language
damage. Only axes and fire are able to inflict critical (understand Westron) 70%, Language (Entish)
and special success damage against a Huorn. 100%, Listen 75%, Sense 80%, Spot 85%, Stealth
75%.
Gamemasters other, other note: POWERS
when characters engage a Huorn in melee combat,
the Melee Combat versus Huge Creatures Spot Huorn Song: Some Huorns possess the ability to
Rule in this rule set should be used. subtly make music by the movement of the breeze
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.36
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
through their branches. This Huorn song is mystical The annals of the Wise also tell of a
to listen to and causes one to focus their thoughts disquieting fact that few know, namely that the Sea
far away, forgetting all else. The Huorns Song Kraken has a fresh water cousin. This creature, like
induces a clouding of the victim's mind as though it its cousin, is also rare and grows to smaller
were a Forgetfulness spell. This spell is treated as dimensions of roughly some thirty metres in length
though the Huorn is casting it with the spell casting from the top of its body to its tentacle tips. Most
method: Song of Power. Fresh-water Kraken, however, are smaller still. The
Fresh-water Kraken is found mostly in large deep
Sleeping Song: Some Huorns also possess the
inland lakes in cooler climates as the fresh water
ability to subtly make music by the movement of the
variety prefers the cold water depths.
breeze through their branches. This song is sweet
The creature has an evil reputation that is
to listen to and causes one to forget their cares and
justly deserved. Whereas the Giant Squid is fairly
feel a lightness of heart, but a heavy weariness that
placid by nature towards man, preferring to hunt in
induces sleep will also accompany that feeling. The
the ocean depths and therefore rarely seen by
Huorns Sleeping Song induces sleep as though it
sailors, the Kraken is a different beast altogether and
were a Slumber spell. This spell is treated as
will aggressively attack anything on site it considers a
though the Huorn is casting it with the spell casting
possible meal.
method: Song of Power.
Wrapped in Shadow: Huorns have the ability to
literally wrap themselves in shadows. The creature Gamemasters note: when characters
will subtly close its canopy in order to make the engage a Kraken in melee combat, the Melee
shadows cast by the canopy darker and more Combat versus Huge Creatures Spot Rule in this
foreboding. The creature is then able to move in an rule set should be used. Two versions of the Kraken
imperceptible manner and thus sneak up on anyone are given here, one for the Fresh-water Kraken and
nearby. In addition, the shadows stifle sound under the other for the Sea Kraken. Both reflect a fully
the canopy, muffling and suppressing it. Any mature adult creature. For smaller, more juvenile
attempt at Perception based skills made under the Krakens, reduce the STR and SIZ of the creature by
canopy (or peering into the shadows cast by the 1D6 for every metre decrease in the length of the
canopy) are at a - 40% disadvantage due to the creature. All Kraken have the same weapons attacks
thickness of these shadows. and skills.
KRAKEN
FRESH-WATER KRAKEN
These huge, rare, voracious predators are
akin to the giant squid, and are a ten-tentacled Characteristic Roll Average
cephalopod. Often the Giant Squid has been STR 16D6 56 MOVE: 10 swim
confused by sailors for a small Kraken, but none
CON 2D6+6 13 HIT POINTS: 35
can mistake a true Kraken when they see one, if @
they survive the encounter to tell their tale, that is. SIZ 16D6 56 Damage Bonus:
Kraken have been known to attack ships off INT 4 4 +6D6
the Belfalas coast and near Umbar and there are POW 3D6 10-11 Tres Fact: N/A
tails from sailors in both regions that speak of the DEX 2D6+12 19
horrors of encountering such a beast. Hit Location Melee Points
Whereas an average-sized squid has a Tentacle 1 01 5/9
body roughly four meters long, with tentacles that Tentacle 2 02 5/9
can extend up to an additional twenty meters in
Tentacle 3 03 5/9
length, a Kraken is much bigger is size. Sailors tails
of attacks by Sea Kraken report the creatures size Tentacle 4 04 5/9
at somewhere more around sixty metres from the Tentacle 5 05 5/9
top of its body to its tentacle tips. The tentacles of Tentacle 6 06 5/9
the Kraken are also wickedly barbed. Whether this Tentacle 7 07 5/9
reported size is the imaginings of terrified sailors or Tentacle 8 08 5/9
a correct assessment of the creatures dimensions Tentacle 9 09 5/9
is always hotly debated by sailors themselves, and
Tentacle 10 10 5/9
many a tavern brawl has begun over such tales.
However, few sailors have ever survived an Body 11-20 5/15
encounter with the creature and returned home to NOTE: armour is the creatures natural thick elastic hide
tell their harrowing tale.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.37
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Strike Percent the Krakens mouth; it will suffer a beak attack by the
Weapon Damage
Rank age creature.
# 1D10+db
Beak 12 35% Skills: Hide (in water) 70%, Swim 100%.
impaling
# 1D6+db crush
Tentacle 3 55%
+ knockback
LOSRANDIR
SEA KRAKEN (Caru)
Characteristic Roll Average
These great deer of the North are relatives
of the Caru and are most common in the northern
STR 46D6 161 MOVE: 10 swim foothills of Numeriador. Mature individuals sport large
CON 2D6+6 13 HIT POINTS: 87 sets of antlers. Their fur ranges anywhere from black
@
SIZ 46D6 161 Damage Bonus: to white, although most are a grayish silver. They are
INT 4 4 +19D6 the favoured game of the Lossoth of the North, prized
POW 3D6 10-11 Tres Fact: N/A for both their antlers and hides.
DEX 2D6+12 19 Their cousins, the Caru, are also a large deer
found throughout all of Numeriador and is prized by
Hit Location Melee Points
hunters for its large antlers. Caru prefer the non-
Tentacle 1 01 8/22 forested regions of the area and often travel in
Tentacle 2 02 8/22 gargantuan herds numbering up to as many as
Tentacle 3 03 8/22 twenty thousand strong. They feed on the grasses,
Tentacle 4 04 8/22 moving where their food supply is plentiful. Caru are
Tentacle 5 05 8/22 a favourite among hunters because of the warm furs
Tentacle 6 06 8/22 their pelts provide.
Tentacle 7 07 8/22
Tentacle 8 08 8/22
Gamemasters note: both the Caru and the
Losrandir are deer species and are included here for
Tentacle 9 09 8/22 gamemasters who may wish to use the species for
Tentacle 10 10 8/22 hunting adventures and with crafting of items (using
Body 11-20 8/35 the creatures antlers and pelts).
NOTE: armour is the creatures natural thick elastic hide
Strike Percent Characteristic Roll Average
Weapon Damage
Rank age STR 2D6+6 13-14 MOVE: 12
# 1D10+db CON 3D6 10-11 HIT PTS: 13-14
Beak 12 55%
impaling
SIZ 3D6+6 17 Damage Bonus
1D6+db
# INT 4 4 +1D4
Tentacle 3 75% crushing +
knockback POW 3D6 10-11 Tres Fact: N/A
# A Kraken can attack up to five different targets DEX 3D6+6 7
simultaneously with its tentacles. The first tentacle Hit Location Melee Points
successfully striking a target will hold onto it, and Right Hind Leg 01-02 1/4
when a second connects, the two constrict the Left Hind Leg 03-04 1/4
target until the target can escape or cut free. Each Hindquarters 05-07 1/6
tentacle remaining around a target will do normal Forequarters 08-10 1/6
damage each combat round. To escape from a
Right Fore Leg 11-13 1/4
tentacle, a character must make a successful STR
vs. STR resistance roll opposed by the Krakens Leg Fore Leg 14-16 1/4
STR, or must make a Difficult Effort roll to get a Head 17-20 1/5
hand free to attack. Attacks against a Kraken while NOTE: deer have natural 1pt hides.
being held by its tentacles are Difficult. Once two Strike
tentacles have struck a target, the Kraken will Weapon Percentage Damage
Rank
attempt to drag it towards its mouth. A successful Butt 7 35% 2D6+db crush
STR vs. STR resistance roll opposed by the
Krakens STR must be made in order to prevent
Skills: Hide (in Woods and Forest) 80%, Listen 75%,
being dragged into the creatures mouth the next
Sense 80%, Spot 85%, Stealth 55%.
combat round. On the combat round the target is at
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.38
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
@
Lynx get two simultaneous claws and one bite
LYNX attack each combat round. The bite comes 5 Strike
Ranks after the claw attacks. If both claws
There are more threats in the cliffs and successfully strike the target, the Lynx will hang on
crags of the North Downs than Orcs and evil Men. and rip with its hind claws on the next round while
Many creatures that walk on four legs, both natural continuing to bite, gaining a free attack for its bite that
and evil, stalk prey in the hills and fields of the combat round.
North Downs. Skills: Dodge 45%, Hide 80%, Jump 55%, Listen
In the crags of Nan Amlug, lynx dwell in 75%, Sense 80%, Spot 85%, Stealth 75%, Track (by
great numbers. While these mountain cats are mere smell) 70%.
beasts, with no care for the wars of Men and Orcs,
they can still be extremely dangerous. They are
able to move about nearly unseen, silently creeping MAMMOTH
towards their prey, springing upon the unwary with
vicious precision. The miners of Othrikar, the dwarf- In the frozen Northern Wastes of Middle-
mines of Nan Amlug, must keep a constant vigil as
earth and in and around the Ice Bay of Forocel these
they journey to and from their tunnels.
huge pachyderms thrive in the cold wastes. The
The Lynx is a species that can either prove
Lossoth call the Mammoths Norsu and respect the
to be a friend or foe for the Free Peoples. They are
strength of these beasts. During the short northern
a natural species untainted by the Shadow, but as a
summers the Mammoth provide a good source of
predator they can prove to be troublesome and
meat and hide for the Lossoth and the creatures
dangerous. While the Lynx will generally not attack
large tusks are useful in both the construction of their
a fully grown man or elf, children, dwarves and
tents and in the shaping of useful items and
hobbits should be cautious of these creatures, for a
weapons.
hungry Lynx will attack if it feels there is an easy
Though generally placid, these beasts will
meal on the menu. However, as a species, they
become agitated if a person strays too close and an
have learned a hatred for orc-kind as these
angry Mammoth is a sight to behold, usually from a
creatures are often hunted by the goblins of the
safe distance. The creatures survive in the frozen
mountains. As such, a Lynx is more likely to attack
wastes by using their tusks to gouge away the snow
a lone goblin on sight than a child or hobbit.
to reveal the frosty tundra vegetation beneath and
If taken as a young cub, a Lynx can be
gaze until the return of winter.
weaned and tamed as a pet, albeit a rather wild
When the days grow short and the nights
one, and can prove to be a useful support for
cold and long, these creatures will migrate
protection and hunting in lonely lands. The pelt of a
southwards to the edge of the tundra where the
Lynx also can be used to make warm furs to stave
perma-frost does not cling to the soil, there to scrape
off the winter cold.
through the snow and to graze off the grasses and
Characteristic Roll Average small shrubs and trees until the return of summer.
STR 2D6+6 13-14 MOVE: 12 During the summer they will migrate north to mate
CON 3D6 10-11 HIT PTS: 9 and graze, once again returning in the following
summer to give birth to their young.
SIZ 2D6 7 Damage Bonus
INT 5 5 none
POW 3D6 10-11 Tres Fact: N/A Characteristic Roll Average
DEX 2D6+12 19 STR 4D6+24 38 MOVE: 10
Hit Location Melee Points CON 3D6 10-11 HIT PTS: 25
Right Hind Leg 01-02 1/3 SIZ 4D6+24 38 Damage Bonus
Left Hind Leg 03-04 1/3 INT 4 4 +4D6
Hindquarters 05-07 1/4 POW 3D6 10-11 Tres Fact: N/A
Forequarters 08-10 1/4 DEX 2D6 7
Right Fore Leg 11-13 1/3 Hit Location Melee Points
Leg Fore Leg 14-16 1/3 Right Hind Leg 01-02 8/7
Head 17-20 1/3 Left Hind Leg 03-04 8/7
NOTE: Lynx have natural 1pt fury hides. Hindquarters 05-07 8/11
Strike Forequarters 08-10 8/11
Weapon Percentage Damage Right Fore Leg 11-13 8/7
Rank
Bite
@
12 45% 1D8+db impale Leg Fore Leg 14-16 8/7
Claw
@
7 70% 1D6+db bleed Head 17-20 8/9
Ripping
@
1 80% 2D6+db bleed NOTE: Mammoth have natural 8pt leather and hairy hides.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.39
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Weapon
Strike
Percentage Damage
Gamemasters note: the Mearas are highly
Rank respected by the Rohirrim. It is said by the blond
@
Gore 8 65% 1D8+db impale horsemen that the rider does not choose the horse,
Trample
@
8 75% 1D6+db crush the horse chooses the rider! Mearas are much more
intelligent, faster, and hardier than any other horse.
@
Instead of goring, a Mammoth may attack with its As such they make ideal warhorses if they can be
trunk. The attack chance is the same as the chance acquired. However, no Rohir will sell such a steed
to gore but no damage is done. Instead, a character and all will inquire about one he sees that is not in
must make a successful STR vs. STR resistance the hands of a Rohir noble. When a Mearas accepts
roll opposed by the Mammoths STR, or must make a rider, it will bond with that rider for life. Only death
a Difficult Effort roll to get a hand free to attack. will separate them. Mear are intelligent enough to
Failure means that the character is placed in a understand speech, though they cannot speak it.
position to be automatically trampled on the next Most Mearas are either white or grey. A Mear will
combat round. Alternatively, the Mammoth may never accept a saddle...ever!
fling the victim away up to twice its damage bonus
in metres, doing falling damage. The victim must Characteristic Roll Average
not be greater than half the Mammoths SIZ for this
STR 4D6+18 32 MOVE: 12
to happen. Refer to Falling on p.223 in the Spot
Rules chapter of the BRP rulebook to resolve CON 2D6+8 15 HIT PTS: 22
falling damage. SIZ 4D6+14 28 Damage Bonus
INT 7 7 +3D6
Skills: Listen 55%, Sense 70%, Spot 65%. POW 3D6 10-11 Tres Fact: N/A
DEX 3D6 10-11
Hit Location Melee Points
Right Hind Leg 01-02 2/6
MEARAS Left Hind Leg 03-04 2/6
Hindquarters 05-07 2/10
In the old north of Middle-earth lived a Forequarters 08-10 2/10
proud race of wild horses, long-lived, wise and fleet Right Fore Leg 11-13 2/6
of foot. The legends of Men said that their
Leg Fore Leg 14-16 2/6
ancestors had been brought from the West by
Bma, their name for the Vala Orom. Head 17-20 2/8
One of these was captured as a foal by NOTE: Mearas have natural 2pt hides.
Lod of the othod. It grew into a strong white Strike
Weapon Percentage Damage
horse, but when Lod tried to mount it, it threw him Rank
and killed him. Lod's son Eorl took the horse Bite 8 55% 1D3+db bled
himself, naming him Felarf. Felarf was one of the Kick 5 75% 1D8+db crush
greatest horses to have ever lived, and was said to
Rear and
understand the speech of Men. He carried Eorl 3 75% 2D8+db crush
Plunge
when the othod rode south to Rohan, and there
sired a race of horses nearly as great as himself. Trample 8 75% 2D6+db crush
These were the Mearas, noble horses that
lived as long as a Man, and had extraordinary Skills: Dodge 55%, Listen 55%, Sense 70%, Spot
strength and intelligence. Throughout their history, 55%.
they would only allow themselves to be ridden by POWERS
the Lord of the Mark or his sons. This long tradition
was broken by Gandalf, who managed to tame the Rulers of Horses: A Mear is a natural leader of
greatest of the Mearas of his time, Shadowfax, and horses. All other horses that have not been corrupted
rode that mighty horse throughout the War of the defer to the Mear. In battle, all regular warhorses will
Ring. Shadowfax was the Lord of the Mearas during follow the Mears lead, giving their riders a +40%
the time of the War of the Ring. bonus to their riders Ride skill when the horse is
There are two contradictory accounts of the within 100 metres of the Mear.
origins of the Mearas. According to omer, they Unbridled Stamina: A Mear is stronger than normal
were descended from Felarf, the great horse of horses and capable of extended activity and carrying
Eorl. On the other hand, there was a popular tale a rider over great distances without need of rest. Any
among the Rohirrim that the ancestors of these Stamina roll required of a Mear will always be
horses were brought to Middle-earth by Orom from undertaken at Easy difficulty at its CON x5 regardless
Aman. However this tale seems to be mere legend. (even if the optional Weariness Levels or Fatigue
Point systems are being used).
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.40
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Understand Speech: A Mear is capable of It will then form a new body for itself and return by the
understanding the speech of Elves, Men, Dwarves next cycle of the Moon. If, however, a Mewlips
and Hobbits. They cannot speak, but they will created body (its true body and not an animated
understand fairly rudimentary requests: We must drowned corpse) is killed the creatures body will
ride like the wind, time is against us, Carry this evaporate into a mist then dissipate, and the Mewlips
child to Edoras and then come, find me etc. spirit will be cast out of E into the void forever. For
this reason, Mewlips prefer to ambush a victim and
drown it so that it can inhabit the bloated corpse. A
process that will take several days to occur, and
MEWLIP coincides with the time that the bloated body floats to
the surface of the swamp. The statistics given below
are for the Mewlips true bodily form. If, however, a
Mewlips are an evil race of cannibalistic bloated corpse is being possessed by the Mewlip, the
spirits said to be akin to Wights. They favour characteristics (in life) of the creature or person who
noisome swamps and marshes, endangering was the former owner of that body will be the
anyone nearby. However they may be found in statistics Gamemasters should use for the Mewlip.
caves as well, an icy chill and fog indicating their The only exception is that the Mewlips POW will be
presence. Like Wights, Mewlips possess a semi- that as shown below, ie 4D6+6.
corporal body that can be physically destroyed.
Unlike the Wight, which inhabits the bones or
remains of the deceased, a Mewlip can form its own Characteristic Roll Average
@
body in order to anchor it to the physical realm. STR POW 20 MOVE: 10
Mewlips also possess the capability to CON POW
@
20 HIT PTS: 16-17
inhabit the body of a deceased person or animal, SIZ 2D6+6 13 Damage Bonus
however this trick is only known to occur when a
INT 2D6+6 13 +1D6
person or animal has drowned in a swamp
inhabited by the Mewlip and the body never POW 4D6+6 20 Tres Fact: 100
recovered. In such a case, the Mewlip will animate DEX 3D6 10-11
the bloated corpse until the body is destroyed. Hit Location Melee Points
Once killed however, that can prove Right Leg 01-04 5*/6**
profitable, since they are hoarding beasts. Mewlips Left Leg 05-08 5*/6**
are seldom found alone, however, and will gather Abdomen 09-11 5*/6**
together in small groups. If a Mewlip is encountered
Chest 12 5*/8**
alone, there is a good chance that others will be
Right Arm 13-15 5*/5**
nearby. Their favoured trick is to lurk within the
murky waters of marshes and swamps and will Left Arm 16-18 5*/5**
lunge up from below to grab the unweary and drag Head 19-20 5*/6**
them in to the murky depths, drowning them. Both NOTE: Mewlips have 5pt armour when in their natural body but
man and beats are equally endangered in this lose this when they possess a bloated corpse.
manner.
Strike
Weapon Percentage Damage
Rank
Gamemaster note: Mewlips rarely wonder
1D6+db bleed
far from swamplands, marshes and estuaries. They Bite 9 70%
+poison
will only be found in caves if that cave is located
near a swamp or marshland area. However, if such Claw 7 60% 1D8+db bleed
a cave is present, it will be the home for the
Mewlips that infest the area, and the place wherer A Mewlip can attack with two claws and a bite in a
they horde their wealth. Mewlips are not affected by single combat round.
sunlight as Barrow-wights are. This is due to the
fact that they can create a physical body to inhabit, @ A Mewlips STR and CON are equal to its POW.
thus creating a permanent tie to the physical world,
as long as the Mewlips body remains intact. If a * A Mewlip possessing a bloated corpse will wear
Mewlip inhabits the body of a drowned victim, either the armour of the creature or body being possessed,
animal or human, the creature will remain tied to whether that armour was natural or worn by the
that body until the body rots and falls apart or is previous owner.
otherwise destroyed. Given that the creature
inhabits watery bogs and swamplands, this process ** Due to the undead nature of the Mewlip, it will only
of decay can take days to several months to occur. suffer half damage from physical attacks and Special
At that time the Mewlip will depart from the physical and Critical attack successes have no effect, doing
realm but will be bound to the area as a Fell Spirit. the same as any normal physical damage would (ie
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.41
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.42
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.43
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.44
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
fire arrows even as the Oliphaunt tramples its foes combat round. Alternatively, the Mmak may fling the
beneath its mighty feet. The oliphaunts handler victim away up to ten times its damage bonus in
rides upon the creatures neck, using simple verbal metres, doing falling damage. The victim must not be
commands to direct its actions. greater than half the Mmaks SIZ for this to happen.
Wild Oliphaunts dwell in warm climates Refer to Falling on p.223 in the Spot Rules chapter
where open plains meet forests and jungles. Few of the BRP rulebook to resolve falling damage. A
now exist in the wild, except in hard-to-reach areas Mmak can lift with its trunk an object in SIZ that is
of the Haradwaith hinterlands. In captivity they live up to half the Mmaks SIZ.
in large pens, typically maintained on the outskirts
#
of southern settlements. A Mmak tusk swipe is handled as a sweep attack,
Both wild and domesticated Oliphaunts as described in the spot rules for Sweep Attacks on
form tight-knit family units. Females typically only page 233 of Chapter Seven: Spot Rules of the BRP
give birth to one calf every other mating season, but rulebook).
they may give birth three of four times before the
eldest calf is mature. The adult male and females Skills: Listen 55%, Sense 55%, Spot 70%.
will defend their young to the death. Very rarely two POWERS
family units have joined together into a single heard
Uncontollable: If a Mmak looses half of its hit
for a short time. Typically this only occurs if the
points the creature will panic due to the pain and
mature male of the second family group is the
become uncontrollable. The creature will turn and
offspring of the first family group and the need to
run, not avoiding any obstacle (man, beast or
tend to a large number of juveniles is present.
structure) that is smaller than it. It will thus trample
Maternal instincts take over within the extended
anything underfoot as it flees the conflict and the one
family until such a time as all juveniles are able to
who caused it its wounds. If the creature is part of a
fend for themselves. It has also been know for
herd or war squadron and that herd or war squadron
orphaned Oliphaunts to be adopted and cared for
loose two thirds of their number during a single
by herds that encounter the orphaned Oliphaunt.
combat event (ie a single battle), each remaining
Mmak must pass a Luck roll or panic and become
Characteristic Roll Average uncontrollable.
STR 20D6 70 MOVE: 10
CON 3D6+12 32 HIT PTS: 51
SIZ 20D6 70 Damage Bonus
INT 4 4 +8D6
POW 3D6 10-11 Tres Fact: N/A
DEX 2D6 7
Hit Location Melee Points
Right Hind Leg 01-02 10/13
Left Hind Leg 03-04 10/13
Hindquarters 05-07 10/21
Forequarters 08-10 10/21
Right Fore Leg 11-13 10/13
Leg Fore Leg 14-16 10/13
Head 17-20 10/17
NOTE: Oliphaunts have natural 10pt leathery skin.
Strike
Weapon Percentage Damage
Rank
@
Gore 3 85% 2D8+db impale
@
Trample 5 75% 1D6+db crush
#
Tusk Swipe 9 50% 5D6+db crsh
@
Instead of goring, a Mmak may attack with its
trunk. The attack chance is the same as the chance
to gore but no damage is done. Instead, a character
must make a successful STR vs. STR resistance
roll opposed by the Mmaks STR, or must make a
Difficult Effort roll to get a hand free to attack.
Failure means that the character is placed in a
position to be automatically trampled on the next
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.45
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.46
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.47
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.48
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.49
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.50
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
ORC PLAYER
Characteristic Roll Average
STR 3D6 10-11 MOVE: 10
CHARACTERS
CON 3D6 10-11 HIT POINTS: 12
The background details below are included
SIZ 2D6+6 13 Damage Bonus
for gamemasters and players who wish to run a
INT 2D6+6 13 none Middle-earth Basic Roleplaying Game where the
POW 3D6 10-11 Tres Fact: 15 characters are Orcs. Unlike other fantasy role playing
DEX 3D6+3 13-14 game worlds the Orcs of Middle-earth are creatures
APP 2D6 7 under the sway of the Shadow and thus would never
Hit Location Melee Points be found with characters belonging to the Free
Right Leg 01-04
#
1 /4 Peoples (unless they were Half-orc spies). They
# could, however, be found associated with men of the
Left Leg 05-08 1 /4
# fallen cultures who are also under the sway of the
Abdomen 09-11 1 /4 Shadow.
#
Chest 12 1 /5
#
Right Arm 13-15 1 /3 SOCIETY
#
Left Arm 16-18 1 /3
#
Head 19-20 1 /4 Orkish society varies from region to region
NOTE: armour points shown are for natural armour and do not within Middle-earth, based on how much autonomy
take into account any other armour worn. the Orcs possess within their region. At its heart,
Orkish society is clan based, with clans linked
Strike together into a tribe. Each clan is lead by an Orc
Weapon Percentage Damage
Rank Chieftain with a High Chieftain over the whole tribe.
Scimitar 8 50% 1D8+1+db bleed The clans are only as strong as their chieftains and
1D4+db impale so the role of leader will only go to the strongest,
Orc Dagger 8 55%
+poison most ruthless Orc within each clan. From the clan
chieftains a High Chieftain for the tribe will be
#
All Half-orcs posses natural leathery 1-point skin. chosen. Just how a single leader can be chosen from
They also wear any armour they can get their a group of such ruthless, backstabbing brutes is often
hands on but usually wear leather armour in quite comical to observe, but bloodshed is usually
keeping with their task of being a spy and assassin. associated with the process.
They will wear any decent armour scavenged from Each chieftain of a clan will gather around
foes. himself a bodyguard of his most trusted warriors. In
exchange for services as a bodyguard, these Orcs
* Half-orc daggers are of cruel design and purposed enjoy the best of the food, plunder and spoils that the
to cause as much harm as possible. In addition, tribe possesses. They act as the Chieftains
they are often smeared with poison of potency lieutenants during periods of conflict, and they gain
(POT) of 2D6. access to the clans retinue of female orcs, a process
by which ensures that only the strongest of the clans
Skills: Appraise 50%, Brawl 50%, Darkvision 40%, Orcs sire offspring. The downside of this to the
Dodge 40%, Grapple 45%, Hide 50%, Knowledge Chieftain is that he must always watch his back for
(Mannish cultures) 55%, Knowledge (Orkish) 55%, fear that one of his closest associates will attempt to
Language (Blackspeech) 80%, Language (Westron) drive a dagger into it. Needless to say, the tenure of
80%, Listen 45%, Lock Pick 55%, Pick Pockets a Chieftain is generally only a few years before they
45%, Stealth 55%, Spot 45%, Sorcery 60% are forced to abdicate due to their untimely death.
(Sorcerers only), Status 45%, Throw 35%, Trap The Orcs of Mordor and Dol Guldur differ
Set/Disarm 35%. from the clan based Orcs as they are organised
together under a strict military hierarchy, with
POWERS
sergeants, lieutenants, and captains appointed by the
Magic: Generally only Shamans, Sorcerers or most powerful of the Enemies servants, the
Necromancers know any spells but very Ringwraiths. The Orcs of the Misty Mountains,
experienced Half-orcs may learn any spells from though influenced by the Shadow, are far more
any Spell Speciality except Secret Fire. independent than their kin in Mordor, as these Orcs
are ruled over by a tyrannical Goblin-king, who
maintains control with an iron fist. The Orcs of
Angmar remain mostly within their own tribes and
come together only in times of war, and then only
grudgingly under the steel boot of the Witch-kind of
Angmar. The Orcs of Carn Dm in the Realm of
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.51
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Angmar, however, are like their brethren in Dol Orkish society will mean that few live past the age of
Guldur and Mordor, organised into a strict military 100 years.
standing army. Orc leaders within the more Resistance: All Orcs gain +20% to their skill and
militaristic society groups (Mordor, Carn Dm and characteristic rolls made when enduring against heat.
Dol Guldur) are less likely to be removed from office Fire attacks will do damage normally however, with
by a usurper due to the fact that the commanders- the Orcs natural and worn armour protecting against
in-chief of these regions and citadels are the fire damage.
Ringwraiths. Appointments to positions of authority
in these societies come only through loyalty and
obedience to the Ringwraiths as well as through CULTURE
showing military prowess. Stabbing an Orc leader in
the back will only see the offender flayed alive and Clothing & Decorations: Crude, utilitarian clothing
hung on the walls of the nearest citadel for the and armour. Although crude, the items will be well
Crebain to feast upon. made and effective against the elements. Also
Orkish society is brutal, violent and without scavenged armour from fallen comrades and foes.
love. Orcs grow up learning to fend for themselves All generally dyed or painted in drab gray, brown,
and learning to hate all that is beautiful in Arda. black or crimson colours.
Their lives are an endless misery with the only joy Fears and Inabilities: Generally none, aside from
and release they receive being through death, local superstitions. But they fear power and
either by inflicting or receiving it. therefore powerful beings will cause them to be
Each tribe will posses its own subtly intimidated or afraid.
different version of Blackspeech, making it difficult Lifestyle: Brutal and militaristic. Hard labour is their
to understand Orcs from another tribe or region. lot. Orcs and Goblins are by nature lazy and
Orcs from different tribes or regions will often mistrustful, deceivers and bullies. They think of
converse through speaking Westron, the common themselves first and most are cowardly at heart,
language of Middle-earth. Any listener with a Lore except for Uruks who are just thugs and look
skill in Orkish can attempt to determine where an down on all other races of Orc.
Orc comes from by listening to the inflections of
Marriage Pattern: Breeding only, there is no
their accent. A successful roll in Lore: Orkish will
marriage amongst Orcs. Only the strongest and
either identify the tribe or the region from which the
most attractive (for an Orc if that is possible) of
Orc hales.
male Orcs have a hope to breed with the females.
Amongst Orcs there is a simple rule of
Chieftains and leaders will restrict access to
thumb: the biggest fists win! Orkish society has
females as rewards for faithful service and for not
nothing of beauty and produces only functionality in
being stabbed in the back. Females tend to live
its design. Fear and power are the two key drivers
together in isolation from the males, but will be in
within its social order and life is usually short and
the most secure part of the Orcs stronghold.
heavily burdened.
Females still mingle amongst the male populace
and will also fight in times of war and in defence of
PHYSICAL CHARACTER their home if need arises. Females rear and raise
the young within their part of the stronghold and
Build: Heavy or stocky with regional variations from do not allow the males near the offspring for fear
short legs and long thin arms to proportionally of infanticide by the males. Cannibalism is all too
normal legs and arms, especially amongst Uruk- common amongst Orcs and so the females will
hai. Teeth are fanged. Weight average for Orcs not risk their offspring being harmed. When the
is 75kg (165 pounds) for males, less for females. young males are juveniles, they are taken away
Uruk-hai weight average is 100kg (220lb). by the males and taught how to be warriors,
Goblins males average 65kg (143lb), females usually by the oldest of male Orcs who are cruel
weigh less. Orcs often have disfiguring scars. teachers. Female juveniles stay within the female
Colouring: Skin colour can be grey, dark-grey, enclosure of the stronghold until they are adults
green, black or brown. Eye colour variable, and able enough to protect themselves.
yellow, red, brown, black, green or any variation Religion: Orcs fear the Dark Lord and respect only
thereof. power. They view the Dark Lord as a god,
Endurance: Tremendous, see Hard March racial respecting his ability to cause terror and to flay
trait above. them alive. Orcs will also revere other creatures of
Height: Orcs average 1.70m (56), Goblins 1.50m darkness and fire such as the Balrogs. Any
(49), and Uruk-hai 1.85m (61). creature of the Shadow that is more powerful than
they will have their respect and fear, for example
Lifespan: Undefined but due to their elvish origin,
the Witch-king of Angmar and the other
probably indefinite. The brutal and violent nature of
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.52
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Ringwraiths will be respected and revered by the Armour: A player character can be expected to
Orcs that serve under them. begin the game with leather, padded or quilted
armour or no armour at all. No helm or shield. If
OTHER FACTORS the armour is chosen, it is a sleeved Hauberk that
covers their abdomen, chest and arms.
Demeanour: Cruel, brutal thugs. They hate all Clothing: A mish-mash of clothing made from
things and detest their life of servitude. They are whatever the player can get their hands on. Also
self absorbed, petty, untrusting, deceitful, may have leather or hide wrist guards and leather
backstabbing (with knives as well as words!), or hide boots. The leather or hide is undyed or
cowardly and treacherous. Oh, and their lazy! dyed in black, grey or crimson usually.
Only the Uruks are more disciplined and loyal to Money: In addition to any coinage derived from the
both their leader and one another. Uruks behave Background Social Status below, the character
more like a band of warrior brothers, treating all may possess additional coinage of various mints
other Orcs and Goblins as inferior and here only worth 20 sp (or it could be a gem or piece of
to serve the Uruk and their masters. jewellery worth that same amount). This is
Languages: Orcs, Goblins and Uruks (and Half- generally derived from plunder or theft.
orcs) all begin the game with their tribes dialect
of Blackspeech at their INTx5%. They will also
BACKGROUND OPTIONS FOR
begin the game with Westron at 35%. During the
character generation process the player can add BEGINNING PLAYER CHARACTERS
their Communication Skill Category Bonus (if
this optional rule is being used) and any relevant Background Social Status: Instead of choosing a
Professional Skill Points as well as Personal starting profession characters can roll once on the
Skill Points to these languages in order to table below to determine what the player
improve them. characters background within the Orc clan has
been, and any additional starting monies they may
Prejudices: Orcs hate just about everything and have saved or been given.
those things they dont hate, they fear. But Orcs
and Uruks in particularly hate Elves and the
enmity between these races goes back to the Background Social Status: Orcs / Goblins / Uruks
First Age of the Sun. Goblins hate Dwarves D100 Background Money
more than all other races and the years of 01 - 10 Tribesman/ Labourer 1D50 Copper pieces
conflict between these two races runs back to 11 - 40 Warrior/Labourer 1D100 Copper pieces
the dawn of the Sun also. In Middle-earth during @
41 - 60 Slave 1D10 Copper pieces
the TA 2790-2799, the conflict between these
two races almost saw the race of Goblins 61 - 70 Craftsman 1D20 Silver pieces
reduced to a bad memory in the Misty 71 - 80 Healer 1D50 Silver pieces
Mountains. For such was the wrath and 81 - 90 Shaman/Priest/Sorcerer 1D100 Silver pieces
devastation wrought by the Dwarves during the 91 - 95 Warg or Troll Handler 1D100 Silver pieces
War of the Dwarves and Goblins.
96 - 99 Chieftains Bodyguard 2D100 Silver pieces
Restrictions on Professions: Starting professions D100x10 Silver
available for Orcs, Goblins, Uruk-hai and Half- 100 Chieftain pieces
orcs include the following: Assassin, Craftsman, @
Uruk-hai and Half-orcs would never be slaves, only
Healer, Hunter, Labourer, Priest, Shaman (Tribal Orcs and Goblins will become slaves within an Orc
Orcs), Slave, Spy, Sorcerer (Militaristic Orcs), community. If the player characters are either Uruks
Thief, Tribesman, Warrior. Alternatively, the or Half-orcs, have them add +20% to their die roll on
player can roll on the Background Options For the table above, and all Uruks are considered to be
Beginning Player Characters table below. warriors as well as the background identified within
the table.
OUTFITTING OPTIONS FOR
BEGINNING PLAYER CHARACTERS
Weapons: All Orcs have ready access to steel and
iron weapons. A player character can be
expected to begin the game with:
Either a dagger, axe, club, or sword
(usually a scimitar); and
A throwing dagger or Orc bow.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.53
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.54
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
* Orkish darts, bolts and arrows are of cruel design time a character re-enters the area of the creatures
and purposed to cause as much harm as possible. stench.
In addition, they are often smeared with poison.
Add the arrow damage bonus (ie +1 damage) to the
ranged weapon damage to determine the full
damage done by the weapon. For example, an Orc
SALAMANDER
composite bow will do 1D8+1 damage with any
Salamanders are native to the deserts and
standard arrow, however, if an Orc arrow is fired
from the bow, the damage will become 1D8+2. ravines of southern Middle-earth. This creature has a
Orkish darts, bolts and arrows will usually have a fearsome reputation as an aggressive hunter by the
poison potency (POT) of 2D6. peoples who populate that area. It is also a prolific
breeder and a breeding pair can soon produce
** Due to the undead nature of the Orc Ghoul, it will enough offspring to overrun an area.
only suffer half damage from physical attacks and The animal prefers rocky terrain where it can
Special and Critical attack successes have no warm itself in the sun, for it is cold blooded, and also
effect, doing the same as any normal physical sneak up on potential prey. An individual Salamander
damage would (ie half rolled damage). Only magic generally grows to no greater than 3 metres in length,
and magical weapons will do full damage to a however if there is an abundance for food available it
Ghoul. can grow to the same size as a large Worm.
Salamanders are never found alone, but in
Skills: Darkvision 100%, Listen 85%, Sense 60%, large groups (called nests) of an average of around
Spot 70%, Stealth 85%, Tracking 70% twenty individuals, all stemming from the same
breeding pair. The breeding pair will be the alpha
POWERS male and female to that nest of Salamanders and will
be the largest of the individuals present.
Deaths Kiss: The bite of an Orc Ghoul is imbibed
Amongst the peoples of southern Middle-
with the power of death and decay. When an Orc
earth a rumour has grown up surrounding the
Ghoul bites a victim it can inject the target with
Salamander. Old wives tales tell of how the
venom of potency (POT) equal to the Orc Ghouls
Salamander is descended from a great fire breathing
CON. The target must make a Resistance Roll of
drake that escaped the fall of Beleriand and hid in the
his or her CON versus the venoms POT. If the
utter south of Middle-earth. This drake fathered the
target of the bite loses the resistance roll, the
Salamanders and that these creatures are still
venoms full POT enters their system. If it is
capable of breathing fire even today. The
successfully resisted, only 1D3 of the venoms POT
Salamander however is a natural creature. The myth
is injected. When the total POT injected is equal to
surrounding its fire breathing capability stems from
or greater than a bitten characters CON, he or she
two sources: a) the colouration of the Salamander is
is paralysed until an antidote counteracts the
a bright orange and red; and b) people have been
venom. The unfortunate character will live in this
seen on-fire near Salamanders. Thus this myth has
state for as many days as he or she has points of
evolved.
CON, but loses a point of current CON each day
The mystery pertaining to how people have
and will eventually die if no anti-venin is fed to the
combusted when in the presence of Salamanders is
character (the paralysed character can ingest fluids,
easy to explain. Salamanders have a number of
albeit awkwardly). A character bitten by a ghoul but
glands inside their mouth around their lower jaw that
not paralysed, purges the venom from their system
secrete a slimy resin like tar. The Salamander is
at the rate of 1 POT per day but still lose a current
capable of spitting this tar at a target up to twenty or
CON each day till the venom is purged. Purging
thirty metres away. The tar is very sticky and slows
usually occurs over the first few days through
down the Salamanders prey. It also has digestive
vomiting and or diarrhoea...not pleasant!
fluids within the tar that can help to begin the
Overwhelming Presence: The presence of an Orc breakdown process of digestion. A Salamander will
Ghoul is frightening. When a Ghoul is encountered often spit at its prey to slow it down then close in for
in close proximity, the characters will suffer an Aura the kill. Unfortunately for the prey, this tar is also
Attack (see p.214 Aura Attacks Spot Rule in the highly flammable and sometimes spontaneously
BRP rulebook). combusts when it is highly concentrated and exposed
to the air. Amusingly, on very rare occasions, a very
Stench of Decay: Orc Ghouls exude a foul stench
hungry and exited Salamander that is salivating a
of rotting flesh. Those who come within 10 metres
great deal of this tar has also spontaneously
of the creature must succeed in a Difficult Stamina
combusted around its face. Often this will lead to the
roll or suffer a -20% penalty to all skill rolls,
Salamanders demise.
including combat skills. This penalty remains for as
The Salamanders do not survive well in
long as they remain in the area of the creatures
colder climates due to being cold blooded. In winter,
stench. The Stamina roll must be undertaken every
the creature is prone to freeze in climbs where snow
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.55
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
@
is prevalent in winter. Alarmingly however, the A Salamander can only attack with one claw per
Rangers living around Lake Evendim have noted combat round. It can combine its claw attack with a
that Salamanders have appeared on an island bite or tail swipe in the same combat round however.
within the lake. How they got there, how they #
A Salamanders tail swipe is handled as a sweep
survive the cold winters, and are they the same
attack, as described in the spot rules for Sweep
species as those from southern Middle-earth is not
Attacks on page 233 of Chapter Seven: Spot Rules
yet known, however the creature has quickly taken
of the BRP rulebook).
over the island. As salamanders can both swim and
hang vertically on walls (much like a gecko) they
Skills: Hide 70%, Listen 40%, Spot 70%, Sense
have kept a watchful eye on the island in order to
80%, Track 70%
prevent these creatures from spreading to the main
shore of the lake. POWERS
Tar Spit: A Salamander can spit its mouth juices up
Gamemaster note: Salamanders can grow to its SIZ x3 metres in distance, up to three times in a
up to 18 metres in length for the large breeding pair combat round. The tar has a STR equal to half the
and some of the oldest of their offspring. Two sets
Salamanders CON. If hit the target must overcome
of statistics are provided below. The first in any the tar in a Resistance Table roll of the tars STR
given entry is for the normal 3 metre Salamander. versus their own STR. If the optional hit point
The second set is for Salamanders that have grown locations rule is being used, whenever a location is
to 18 metres in length (ie the breeding pair and a hit, it will become stuck to an adjacent hit location (ie
few of their oldest offspring). The treasure factor legs together, arm to chest etc but remember to be
value given reflects what may be found in the dung
logical about this as the chest, head or abdomen will
piles of the Salamanders if anyone is willing enough not become stuck, but something might stick to them)
to have a scrounge around to find it. Only metals and become immobilised if the target does not
and stones, such as coins and, gems and jewellery overcome the tars STR in the resistance roll. If the
will survive the Salamanders digestive system to be target is struck with tar three or more times (or a
passed in its dung. single hit location is struck more than twice) have the
character make a Luck roll. If they pass, the tar
Characteristic Roll Average remains inert. If they fail, the tar spontaneously
2D6+18 25 combusts causing 1D6 damage per hit location
STR MOVE: 8 affected by tar, per combat round for three
3D6+50 60-61
2D6+6 13 consecutive combat rounds. If they are struck by
CON HP: 19 / 46 more tar within those three combat rounds, these
2D6+24 31
new spits will automatically combust affecting the hit
Damage Bonus:
2D6+18 25 locations where they land. If the tar remained inert,
SIZ +1D6
3D6+50 60-61 have the character make additional Luck rolls each
+7D6
combat round they are struck with additional tar spit.
INT 5 5 Tres Fact: 8 Though sticky, the tar can be washed off with plenty
POW 3D6 10-11 of water (or burnt off! hehehe). The target may
DEX 2D6+6 13 attempt to break free each combat round that they
Hit Location Melee Points have been immobilised by tar. This will require
Tail 01-02 5/7 8/16 another resistance roll attempt. Despite how many
Right Hind-leg 03-04 5/7 8/16 times they are hit by tar in a combat round, have
them roll only once on the Resistance Table per
Left Hind-leg 05-06 5/7 8/16
combat round as this simulates the character using
Hindquarters 07-10 5/9 8/20 their entire body to break free of being immobilised
Forequarters 11-14 5/9 8/20 by the tar. In addition to all of the above, the tar is
Right Fore-leg 15-16 5/7 8/16 also made up of digestive juices what act as a Weak
Left Fore-leg 17-18 5/7 8/16 Acid. Refer to the Spot Rule Acid on p.211 of the
Head 19-20 5/7 8/16 BRP rulebook for more information about weak acids.
NOTE: armour points shown are 5pts for the 3 metre variety and
8pts for the 18 metre variety.
Strike
Weapon Percentage Damage
Rank
@
Claw 5 45% 1D6+db bleed
Bite 10 40% 1D8+db bleed
#
Tail Swipe 8 35% db crushing
Tar Spit 4 55% special
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.56
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.57
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.58
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.59
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
wilderness from exposure. People, mercifully, do or bring the paralysed person back to normal health
not make good meals for their larvae. over the next day.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.60
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.61
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.62
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
GREATER SPIDERS
Characteristic Roll Average
The Giant Spiders of Middle-earth are the STR 4D6+12 26 MOVE: 10
standard stock variety of the great Spiders and CON 2D6+6 13 HIT PTS: 17
grow to a leg span of between 4 to 5 metres. These SIZ 4D6+6 20-21 Damage Bonus
Spiders have true intelligence and are capable of INT 2D6 7 +2D6
speaking Westron and Blackspeech, not that they POW 3D6 10-11 Tres Fact: 12
use it for much other than bickering amongst
DEX 2D6+12 19
themselves and grumbling about how hungry they
are. Their voices are higher pitched than a mans Hit Location Melee Points
and full of hisses and drawn out S sounds. Right Back Leg 01 5/5
Giant Spiders can mostly be found as orb Right Hind Leg 02 5/5
weavers though there are some ground dwelling Left Back Leg 03 5/5
Trap-door and Wolf-spider sub-species. They can Left Hind Leg 04 5/5
also be found living alongside their Lesser Spider Abdomen 05-11 5/8
cousins. In any given spider nest where both Giant Thorax 12-14 5/6
and Lesser Spiders are collocated, the Giant
Right For Leg 15 5/5
Spiders will always rule over and bully their Lesser
Spider cousins. The Lesser Spiders do not possess Right Front Leg 16 5/5
true intelligence and so dont know they are being Left For Leg 17 5/5
exploited. The Wise also speculate that the Giant Left Front Leg 18 5/5
Spiders keep their Lesser Spider cousins around for Head 19-20 5/6
the same reasons a grazier raises cattle, in order to NOTE: Giant Spiders have a very thick carapace that gives
have a ready source of meat on hand.
them 5pts of armour.
Though they are more intelligent than their
Lesser Spider kin, and have the capacity for Strike
Weapon Percentage Damage
speech, the Giant Spiders care nothing for the Rank
greater struggles that go on around them. They are 1D6+1+db imp
Bite 8 75%
as likely to make a meal of an Orc emissary as they + poison
are to provide any assistance to the forces of the Webbing 2 55% special
Shadow. They may assist if there is juicy meat on
offer though. A Spider may not bite and throw web in the same
combat round.
Gamemaster note: After their Lesser
Spider cousins, Giant Spiders make up the next Skills: Climb 90%, Hide 60%, Speak (Blackspeach)
most numerous of the greater spiders. They tend to 70%, Speak (Westron) 70%, Stealth 75%.
stay within their lair areas and prefer the murky
shadows of caves and dark forests rather than the
POWERS
open areas. Small amounts of treasure may be
found by picking through the webs and remnants of Giant Spider Poison: A Giant Spider will inject its
the Spiders meals (the dried out husks of the poison if its bite attack pierces armour. The poisons
fallen). This is reflected in their Treasure Factor POT is equal to the Giant Spiders CON. A target
listing below. injected with the poison must make a resistance roll
matching their CON against the poisons POT on the
Resistance Table. If they succeed, they are not
paralysed but will receive 1D3 damage to their
current CON (this will heal at the rate of 1 current
CON point per day). If they fail the resistance roll they
will be affected by paralysis over the next minute (5
combat rounds). Paralysis is temporary lasting a total
of Turns equal to the Giant Spiders CON, the
character can still breathe. A Healing spell or potion,
or any form of poison mitigation spell or potion will
prevent this temporary paralysis or bring someone
with paralysis back to normal health immediately. A
critical success in first aid will also prevent paralysis
or bring the paralysed person back to normal health
over the next Turn (25 combat rounds, or 5 minutes).
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.63
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.64
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.65
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
FELL SPIRITS
It was the Fell Spirits that the Witch-king of
Angmar raised and sent into the hilly fields of Tyrn
Gorthad, there to inhabit the barrows of the Edain
and forever become known as the Barrow-wights.
Other Fell Spirits raised the corpses of men
elsewhere and are the lesser Wights. Others still take
form as Mewlips, cannibalistic Spirits that lay in wait
for the unweary and so to waylay, slay and feast
upon them or possess and animate their bloated
corpses. Orc Necromancers bind still other Fell
Spirits to the bodies of their dead champions to
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.66
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Strike Percent
Weapon Damage
Rank age
POW vs 1D3 to 1D6
Spirit combat 1
POW power points
@
POW varies based on how powerful the spirit is,
from 2D6+6 to 5D6+6.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.67
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.68
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.69
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
combat rounds (1 minute) before losing its clever and dangerous when comparison with their
effectiveness. The poisonous breath is not toxic duller cousins.
long term but it does deny breathable air to any Trolls fall into various different varieties,
within a ten metre radius of the head of the depending on their origins, habitat and habits. The
creature. The rules governing how to deal with types known to have existed in Middle-earth are
being choked by this breath are found in the BRP detailed hereafter; however these sub-species may
Spot Rules Chocking, Drowning and Asphyxiation overlap with one another.
on p.218 of the BRP rulebook. Trolls are capable of dealing a punishing
blow with even the simplest of weapons - from sticks
Overwhelming Presence: The sight of a
to boulders to crude spiked clubs - while their rock-
Stoorworm is frightening, overpowering and awe
like skin provides an excellent natural defence that
inspiring to say the least. When a Stoorworm is
can turn aside the blade of even the most skilled
encountered in close proximity, the characters will
warrior.
suffer from an Aura Attack (see p.214 Aura Attacks
Spot Rule in the BRP rulebook) at a -20% penalty
to their resistance roll attempt.
Gamemaster note: when characters engage
a Troll in melee combat, the Melee Combat versus
Regeneration: A Stoorworm can regenerate two hit Huge Creatures Spot Rule in this rule set should be
points per Combat Round in every damaged hit used.
location. However, this regeneration will cease if the
Stoorworm dies.
CAVE TROLLS
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.70
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
certainly been seen in caverns in other areas of Note: all weapons are designed for a large creature
Middle-earth. They never go above ground, nor into to use.
shallow caves, so adventurers have only ever seen
signs of these creatures deep within mountain Skills: Grapple 75%, Language (understand
ranges. Blackspeech) 40%, Language (understand Westron)
They are not particularly social creatures, 40%, Listen 75%, Smell 80%, Spot 40%, Throw 45%.
however several of this breed may live together. It
POWERS
is also rumoured among the Free Peoples that the
Goblins and Orcs of the Misty Mountains have Curse of Sunlight: If so much as one ray of sunlight
learned to tame and breed these creatures, making strikes any part of a Cave troll, the spell that made its
their strongholds even more dangerous places than ancestors will be broken and it will be turned back to
otherwise would be expected to be. Where they do the stone from which is was moulded. The Troll will
coexist, the Orcs like to pride themselves that they die instantly, frozen forever in the pose it was in when
have tamed their pets, however most Trolls are only the sunlight struck the creature, becoming no more
controllable if they are kept very well fed. Every Orc than a lifelike stone statue of the creature.
Troll-handler worth their salt will tell you that!
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.71
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Note: all weapons are of primitive make (eg, the Gamemaster note: Hill trolls will never be
Forest trolls club may be a tree trunk) and designed seen during the daylight hours, for if even one ray of
for a large creature to use. sunlight touches their skin, the spell that made their
ancestors will be undone and they will return to the
Skills: Grapple 45%, Language (Blackspeech) stone from which they were made. Hill trolls are
35%, Language (Westron) 35%, Listen 55%, Sense hoarding beasts and will collect the trophies of their
45%, Spot 55%, Throw 35%. meals and keep them in their lairs (a shallow cave or
rock overhang, under a thick forest canopy
POWERS somewhere within the forest). Small groups of Hill
Curse of Sunlight: If so much as one ray of trolls are usually made up of relatives, and if one
sunlight strikes any part of a Forest troll, the spell shows more wits and cunning than the others, he will
that made its ancestors will be broken and it will be become the leader of that group. If there is no clear
turned back to the stone from which is was leader, then the group will generally argue over
moulded. The Troll will die instantly, frozen forever decisions, which frequently will result in them beating
in the pose it was in when the sunlight struck the each other. The one that wins the fight will be the one
creature, becoming no more than a lifelike stone who gets his way. This causes frequent
statue of the creature. discontentment and dissention amongst the group.
Something that savvy travellers who have been
captured by Hill trolls have been able to exploit in
order to escape becoming the Hill trolls next meal.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.72
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.73
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.74
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
NOTE: Snow trolls have 9pt natural armour and fur. They do not sunlight broke the power of the spell that made them.
wear additional armour unless given to them whilst in service to The Black Enemy was forced to keep his Stone tolls
under cover of darkness and so they became mostly
a Helegrog. guards within the caverns of Angband.
Strike Percent
Weapon Damage
Rank age
2D6+db crush
Club 5 55%
+knockback
1D10+2+db crsh
Maul 3 55%
+knockback
1D6+db crush
Kick/Stomp 7 55%
+knockback
Thrown Rock 9 55% 2D6+db crush
STONE TROLLS
Stone trolls look more like large, oafish and This curse of sunlight persists to this day.
vicious Men than they do true trolls. That is With this in mind, adventurers travelling within the
because the origin of the Stone trolls is different to Trollshaws, perhaps striking east from the Lone-lands
that of the other Troll breeds. Before the dawn of on their way to Rivendell, should avoid roaming
the Sun, Melkor used powerful sorcery to corrupt about by night or wandering near to darkened caves
and shape rock and stone, animating it into the and shadowed ruins, unless they are seeking
pseudo-creatures that are now known today as the confrontation. Rare is the adventurer who has faced
Stone Trolls. This he did in mockery of the Ents and a Stone-troll alone in battle and lived to recount the
with the intent of creating creatures that could tale in the inns of Eriador.
contend against the Ents in strength. The result was
less than desired. The creatures produced by this Gamemaster note: Stone trolls will never be
sorcery were intelligent but stupid and did not seen during the daylight hours, for if even one ray of
match the strength of the Ents. sunlight touches their skin, the spell that made them
Stone trolls are perhaps the oldest breed of will be undone and they will return to the stone from
Troll. Standing at over four metres (around thirteen which they were made. Stone trolls are hoarding
to fourteen feet) in height, Stone trolls have stout beasts and will collect the trophies of their meals and
bodies, long ape like arms, bowed legs and heads keep them in their lairs (a cave somewhere nearby
almost devoid of a neck. Their skin is grey in colour, where they will be found). Stone trolls are social
hence the name given to them, bumpy and hard as creatures and will gather together in a family group of
rock. up to a half dozen siblings. They reason that if there
When the Sun and Moon first appeared are a few of them, there is a better chance of
over Arda, many of this breed of Troll were caught catching food, too many of them, however and they
out in the new daylight. The Stone-trolls were may chase food away. Thats pretty smart thinking for
corrupted from rock and stone, and they returned to a Troll!
this form when exposed to the light of the sun for
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.75
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Note: all weapons are of primitive make (eg, the Characteristic Roll Average
Stone trolls club may be a tree trunk) and designed STR 4D6+12 25-26 MOVE: 10
for a large creature to use. CON 4D6+6 20 HIT POINTS: 19
SIZ 3D6+6 17 Damage Bonus:
Skills: Grapple 75%, Language (Blackspeech)
INT 2D6+6 13 +2D6
40%, Language (Westron) 40%, Listen 75%, Sense
50%, Spot 85%, Throw 45%. POW 3D6 10-11 Tres Fact: 20
DEX 3D6 10-11
POWERS Hit Location Melee Points
Curse of Sunlight: If so much as one ray of Right Leg 01-04 4/7
sunlight strikes any part of a Stone troll, the spell Left Leg 05-08 4/7
that made its ancestors will be broken and it will be Abdomen 09-11 4/7
turned back to the stone from which is was Chest 12 4/9
moulded. The Troll will die instantly, frozen forever
Right Arm 13-15 4/6
in the pose it was in when the sunlight struck the
creature, becoming no more than a lifelike stone Left Arm 16-18 4/6
statue of the creature. Head 19-20 4/7
NOTE: Half-trolls have 4pt natural armour but often wear armour
such as leather, ring, scale and plate armour.
Strike Percent
Weapon Damage
Rank age
2D6+db crush
Club 3 75%
+knockback
1D10+2+db crsh
Maul 3 75%
+knockback
Great Sword 3 75% 2D8+db bleed
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.76
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Great Hammer 3 75% 1D10+3+db crsh Unlike their lesser kin, the Olog-hai are
1D3+db crush possessed of military minds and training. Rather than
Fist 7 50% clustering in family groups, they form hosts and
+knockback
1D6+db crush armies in camps upon the Plateau of Gorgoroth.
Kick 7 60% They take orders from their commanders, who are
+knockback
chosen by strength of arms, to issue commands
Note: all weapons are designed for man-sized use. through lieutenants. The commanders themselves
take orders only from the Dark Lord or his Nazgl.
Skills: Appraise 45%, Grapple 55%, Language
(Blackspeech) 50%, Language (Variag) 80%, Gamemaster note: The Olog-hai only leave
Language (Westron) 70%, Listen 55%, Sorcery Mordor or Dol Guldur on orders. The Dark Lord does
80%, Spot 50%, Status 45% not wish to reveal too much in the early stages of his
preparations for the Great War to end the Third Age
POWERS and subjugate the Free Peoples of Middle-earth to
Magic: Generally only Warlords, Champions, his will. Thus he keeps his most secret weapons still
Sorcerers or Necromancers know any spells but well hidden from the spies of Gondor. When the
very experienced Half-trolls may learn any spells Black trolls do travel abroad, they travel in small
from any Spell Speciality except Secret Fire. patrols of five up to a dozen with a lieutenant in
charge of the company. On very rare occasions, the
Olog-hai have served as body guards for some
emissary of Mordor, such as the Mouth of Sauron.
OLOG-HAI TROLLS
Characteristic Roll Average
(BLACK TROLLS)
STR 4D6+20 34 MOVE: 12
Olog-hai (or Black trolls) were bred by the CON 4D6+18 32 HIT POINTS: 30
Dark Lord in an attempt to overcome the SIZ 4D6+14 28 Damage Bonus:
shortcomings inherent in his masters creation. INT 2D6+3 10 +3D6
These creatures are clearly descended from Hill POW 3D6 10-11 Tres Fact: 20
and Mountain troll stock but are far more cunning DEX 2D6+3 10
and stronger than their parent breeds. The Olog-hai Hit Location Melee Points
really only began to appear in any number towards
Right Leg 01-04 10/10
the end of the Third Age. Prior to this period they
can only be found as single creatures commanding Left Leg 05-08 10/10
armies for the Dark Lord and his minions. Indeed, Abdomen 09-11 10/10
they have perhaps only been seen once or twice Chest 12 10/12
before the period of the War of the Ring, and then it Right Arm 13-15 10/8
is debatable as to whether these individual Troll Left Arm 16-18 10/8
commanders where in fact Olog-hai. The Black Head 19-20 10/10
trolls dwell in Mordor and southern Mirkwood
NOTE: Black trolls have 10pt natural armour but often wear
awaiting the will of their master. When they appear
elsewhere in Middle-earth, it is only at the armour such as leather, ring, scale and plate armour.
command of the Dark Lord, for prior to the War of Strike Percent
Weapon Damage
the Ring, he possessed too few Black trolls to risk Rank age
the loss of even one of them through death or 2D6+db crush
misadventure. Club 3 75%
+knockback
Olog-hai differ from their lesser kin in a 1D10+2+db crsh
number of ways. They are darker skinned than their Maul 3 75%
+knockback
brethren, with their skin being a dark grey, almost Great Sword 3 75% 2D8+db bleed
charcoal in colour. Black trolls have orange pupils in
Great Hammer 3 75% 1D10+3+db crsh
their eyes, reflecting the malice of their master.
Their legs are longer and straighter than their lesser Pike 2 75% 1D10+2+db imp
brethren, given them a less bowed, more upright 1D3+db crush
Fist 7 50%
stance. Though they are the same height as their +knockback
Mountain troll parents, they stand taller due to this 1D6+db crush
Kick/Stomp 7 60%
one fact. Also Black trolls have great knotted, +knockback
muscular hands that give them the appearance of Thrown Rock 9 45% 2D6+db crush
the limbs of an old tree. One very important feature
of the Black trolls is that they can operate freely, Note: all weapons are designed for a large creature
without hindrance or harmful effect, in full sunlight. to use.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.77
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Skills: Grapple 75%, Language (Blackspeech) separated from its mantle, the creature would return
50%, Language (Westron) 50%, Listen 75%, Smell to its spirit form and be unable to take physical form
70%, Spot 80%, Sorcery 45%, Throw 45%. ever again.
Creatures of the dark and of the night,
POWERS
sunlight was harmful to these beings and they would
Magic: Generally only Olog-hai Shamans know any avoid any direct contact with its rays. During the early
spells but very experienced Black trolls may learn Second Age the Dark Lord Sauron attempted to
any spells from any Spell Speciality except Secret rebreed from the surviving Vampires a new race of
Fire. these abominations. The failed results gave rise to a
much lesser beast called the Merrevail.
The few surviving Vampires still remember
only too well the Wrath of the Valar and are only too
VAMPIRE eager to remain hidden as much as possible. They
will still act occasionally as messengers, but now
Many are the speculations of the Wise as prefer to hide in the dark caverns, halls and
to the origins of the Vampires, for no tale tells of dungeons of Mordor, Dol Guldur and Angmar, for
their true beginning. But in the First Age of the Sun they fear that they will be cast from Arda, into the
in the Wars of Beleriand it is told how, in the winged Void forever, never to return.
form made large and armed with talons of steel,
Vampire spirits came into the service of Melkor the Gamemaster note: The Vampires in service
Dark Enemy. Indeed, many of his chief servants to the Dark Lord will only ever leave Angmar, Mordor
took form as a Vampire in order to travel quickly or Dol Guldur on the most rarest of occasions and
from Angband to Tol-in-Gaurhoth during the First only then under the direct orders of the Dark Lord.
Age. They will travel only at night and avoid daylight at all
In the Quest of the Silmaril, Thuringwethil, times. For each full Turn of exposure to direct
the woman of secret shadow, was a mighty sunlight, a Vampire will begin to decay, losing 1 POW
Vampire and was the chief messenger who per Turn (25 combat rounds or 5 minutes). Should
travelled between Angband and Tol-in-Gaurhoth, the creature be reduced to 0 POW, it will become
where Sauron commanded the Werewolf Legions. unbound from the physical realm and cast from the
She used a shaping cloak that gave her the power spiritual realm into the Void forever, never to return.
to take the shape of a great bat and to give her Should the Vampire be killed physically though
substance within the physical world. When Tol-in- combat or misadventure, it will dissipate, leaving its
Gaurhoth fell, Thuringwethil lost her cloak and her mantle (usually a tattered cloak) behind. Should the
dread spirit fled, never to return. cloak be left relatively close to where the creature
Though many of the chief servants of the was killed, come nightfall, the Vampire will be able to
Dark Enemy were capable of assuming the winged bind again to its mantle and once again take physical
form of a giant Vampire bat, it seems clear that form. If the cloak is removed from the area, when
these were creatures unto themselves, servants nightfall comes, the unbound Fell Spirit has its Luck
and messengers of the Dark Enemy during the First roll chance, POWx5, to attempt to find its mantle.
Age, Fell Spirits imbibed with great power. When Should it succeed it will reform physically. Should it
Beleriand fell into the sea, most of these creatures fail in its first attempt, it can attempt another Luck roll
perished in that cataclysm. Some however did on the second night since becoming unbound, but is
manage to escape the wrath of the Valar and went chance is reduced to its POW x4. This will continue
into hiding in the east and far south of Middle-earth. each night within the Fell Spirits Luck roll chance
When the power of Mordor grew, some of these reduced my one multiplier (ie x3 on the third night, x2
survivors returned to their former Lieutenant, and on the fourth night and x1 on the fifth night) until it
now the new Dark Lord, to once again serve the only has its POW x1 as its Luck roll chance. If the
Shadow. Fell Spirit fails its last Luck roll it will become
These creatures were Fell Spirits gifted with unbound forever and be cast into the Void.
great power and possessing of a mantle that
allowed them a physical form in Arda. That mantle Gamemaster other note: Vampires have
often took the form of a tattered fell cloak, and it been known to drink the blood of the living, but this is
gave the Spirit the ability to take the shape of a a very rare event and has occurred only when the
great bat at will or to appear as a horrid bat-like creature was in its Giant Bat form, never whilst in its
creature. In both forms, the leading edges of the Bat Creature form. The Wise speculate that the
great bats wings, and the talons on the end of the creature does not need to drink blood to survive but
bat-creatures arms were made as of cruel steel. instead will only do so for a perverse sense of
Such horrors were adept at the use of Sorcery and pleasure and to cause terror amongst the Free
stealth, acting as spies for the Enemy as well as his Peoples.
messengers. Were the Vampire ever to become
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.78
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Characteristic Roll Average dimmed, and anyone caught within this darkness is
treated as being within semi-darkness as per the
STR POW 35 MOVE: 10/12 fly Darkness Spot Rules on p. 220 of the Basic
CON POW 35 HIT POINTS: 26 Roleplaying rulebook, with all their Combat skills
SIZ 3D6+6 17 Damage Bonus becoming Difficult.
INT 2D6+6 13-14 +2D6 Magic Spells: Vampires know all sorcery spells and
POW 10D6 35 Tres Factor: may know spells from other spell specialities, but
DEX 5D6 17-18 1000 would never know any spells from the Secret Fire
Hit Location spell speciality.
Melee Points
Bat Creature
Poison: a Vampires bite contains a powerful anti-
Right Leg 01-03 8/9 coagulant that will prevent blood clotting for a full turn
Left Leg 04-06 8/9 (25 combat rounds). Should a Vampire succeed in
Body 07-12 8/11 scoring damage to hit points from its bite, the foe will
Right Wing 13-15 8/7 begin bleeding profusely losing 1 hit point per combat
Left Wing 16-18 8/7 round for a total of 25 combat rounds. Any successful
Head 19-20 8/9 First Aid skill roll or the application of a healing potion
or a healing spell will instantly staunch the flow of
NOTE: Vampires have 8pts natural armour.
blood loss, stopping the additional 1 hit point loss per
Hit Location combat round as the result of this venom.
Melee Points
Giant Bat
Right Claw 01-03 8/9 Overwhelming Presence: The presence of a
Vampire is frightening. When a Vampire is
Left Claw 04-06 8/9
encountered in close proximity, the characters will
Body 07-12 8/11 suffer an Aura Attack (see p.214 Aura Attacks Spot
Right Wing 13-15 8/7 Rule in the BRP rulebook) at a -80% penalty to their
Left Wing 16-18 8/7 resistance roll attempt.
Head 19-20 8/9
Tainted Lair: The innate powers of a Vampire
Strike corrupt its home. Vile creatures are drawn to its
Weapon Percentage Damage
Rank abode, while good and natural creatures shun it.
@ 1D6+db Anyone approaching the lair of a Vampire will feel
Bite 9 90%
bleed + poison unease and may become afraid (natural creatures
#
Claw 7 100% 2D8+db bleed will become spooked and flee in fear).
#
Claw 7 100% 2D8+db bleed
Undead Stamina: Vampires are essentially undead
Wing Blast 8 90% *special creatures, being Fell Spirit beings. As such they need
never eat or drink, take only half damage from
A Vampires STR and CON are equal to its POW. physical attacks from normal un-enchanted weapons,
@ and heal all injuries at five times the normal rate for
A Vampire will only bite, and has only been that of a man. Further, Vampires do not have
known to drink the blood of others, whilst in Giant Weariness Levels (if this option is being used) nor
Bat form. Fatigue Points (if the option is being used) and need
# never make Stamina rolls to resist weariness for any
A Vampire can attack with two claw attacks each reason.
combat round.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.79
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.80
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Skills: Hide (in water) 90%, Swim 100%. Gamemaster note: There are many different
types of these Pkel-creatures found in north-western
POWERS
Middle-earth of which a few are described below, but
Eyes of the Deep: A Watchers baleful eyes allow it their origins are either as the silent brooding Pkel-
to see through even the cloudiest or murkiest of men of the Dradan and Dunlending cultures, or as
water and the darkest of nights with ease. However, the fell Watch-stones of the Dark powers.
of if the creature exposes its body above the
surface of the water, its eyes can be targeted (and
Hit Location rolls will change from a D12 to a D20).
On a Hit Location roll of 19 (left eye) or 20 (right
ANGMARS ANCIENT
eye) the creatures eyes have been struck. The WATCH-STONES
eyes of the creature are unprotected by its natural
armour. If one eye is struck, the creature will be at a These ancient Watch-stones are spread
-40% penalty on all Perception and Combat related across the western perimeter of the Angmar plateau.
skills. If both eyes are struck, the creature will be at Spread no more than a stones throw from each
a-80% penalty to all Perception and Combat related other, they form an unbroken perimeter all the way
skills and will break off its attack at the next from the north-western mountain chain of Angmar,
possible combat round and submerge beneath the close to Carn Dm, all the way south to Mount Gram
waters, where it will remain until its wounds are on the south-western chain of mountains that
healed. separate Angmar from the Ettenmoors. These
Watch-stones are shaped like fell winged serpent-
beasts with horns on their heads and talons for
WATCH-STONES hands. When any intelligent creature approaches
them a cold red light faintly shines forth from their
(Pukel- eyes.
These statues have a Fell-spirit bound to
creatures) them and have been set to watch over Angmars
western approaches. Few can withstand neither their
gaze, nor entre their presence, for to be in close
Pkel-creatures are stone or metal Watch- proximity to these Watch-stones causes great fear
stone beings magically instilled with enchantments. and dread to any not in service to the Dark Powers.
Most of these types of creatures were created by These Watch-stones cannot animate themselves, but
the Dradan (or Wose) culture. Others were the if any succeed in resisting their fear and attempt to
work of the Daen Coentis, the ancestors of the pass by, the Fell-spirit bound within will give forth a
Dunlending peoples of the vales of the White and horrid shriek that chills the bones (similar to that of
Misty Mountains, amongst whom the Woses lived the Nazgul) and alerts Angmars border patrols to the
and were their spiritual guides. Such stones were presence of the intruder.
used as guardians of their most sacred forest
groves and mountain dales (such as Dunharrow). Gamemaster note: The power of these
There they stood ever watchful amongst the Watch-stones is derived from the Fell-spirits that are
standing stones, silent guardians warding off any bound to them. No enchantment rests on these
intruders. stones, other that the ritual that binds the Fell-spirit to
But not all are of such innocent origins, for the statue. As such the power of these Watch-stones
the Dark Lord realised the potential of such cannot be broken through counter magical spells. If,
guardians and produced his own Pkel-creatures however, sufficient enough damage is done to a
by binding Fell-spirits into his own stone and metal Watch-stone (represented by the hit points of the
creations. These creatures were fearsome statues statue being reduced to zero), the statue will break
that watched over the entrances to his strongholds and the Fell-spirit will be loosed from its binding,
of Cirith Ungol, Dol Guldur, Minas Morgul and Carn attacking the nearest creature that had a hand in
Dm. In Angmar, a chain of these creatures runs destroying the statue that housed it. See the Fell-
across the central plateau striking fear and terror spirits entry in this chapter from more information on
into any who would attempt to spy out that land. Fell-spirit attacks. Otherwise, the only way past these
They are in other areas too, and lesser Watch-stones is to resist their powers. The Watch-
works of this ilk were crafted from metal and stone stone will be replaced by the servants of the Witch-
and left as statues within citadels and temples to king over time (roughly over the next year), but until
the Dark Lord. These lesser creatures were also that occurs there will be a gap in the Watch-stone
imbibed with a Fell Spirit but could animate and perimeter by which the enemies of Angmar may
attack intruders, not just sit there as silent watchful come and go without detection by these statues.
threats.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.81
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Characteristic Roll Average Spirit Combat: Fell Spirits can attack in spirit
combat, consisting of a POW vs. POW resistance
STR N/A N/A MOVE: N/A roll. This will appear as if the Fell Spirit is glimpsed as
CON N/A N/A clawing at, enveloping, or otherwise physically
SIZ 23 23 HP: none attacking the target. If the Fell Spirit overcomes the
INT 2D6+6 13-14 Damage Bonus: targets POW, he or she loses 1D3 power points. If
POW 4D6+6 20 N/A the character can overcome the Fell Spirit, he or she
DEX N/A N/A Tres Fact: N/A causes it to lose 1D3 power points. More powerful
Fell Spirits drain 1D6 power points from a target in a
Hit Location Melee Points
single combat round, but will only lose 1D3 power
Body 01-20 23/# points if overcome by the intended target. This
Strike Percent combat continues each combat round until the target
Weapon Damage
Rank age is unconscious, or either side has fled. A Fell Spirit
@ POW vs 1D3 to 1D6 will flee before it reaches 0 power points. A Fell Spirit
Spirit combat 1
POW power points that reduces a character to 0 power points may
possess him or her, usually causing the victim to
# The rules governing damage to inanimate objects commit suicide or harm another person.
can be found on pp.276-277 of the BRP Rulebook,
under the heading Damage to Inanimate Objects. Weakness to Holy Light: Watch-stones, or more
accurately the Fell-spirit bound within it, cannot stand
@ holy light. Any light conjured through the Secret Fire
The bound Fell-spirit can only initiate spirit
combat if the Watch-stone it is bound too is broken. Spell Speciality or Elven lamps that capture the light
At that time the Fell-spirit will be freed and it will of the stars and amplify it (such as Galadriels gift to
attack any living creatures near to it. Frodo) will render the Watch-stone powerless for a
time. This is due to the Fell-spirit being overcome by
Skills: Fell Spirits do not posses skills as such but the power of the holy light.
assume the following skills if they are required:
Sense Life (100 metre radius around statue) 90%.
POWERS FELL WATCH-STONES
Fell Shrill: If the Watch-stones perimeter of its
sensing life ability (100 metres) is breached, and Other fell Watch-stones exist that have been
the statues power to cause fear is resisted, then the crafted by the forces of the Shadow. In many ways
Fell-spirit within the stone will send out a shrill cry. they are similar to the Ancient Watch-stones of
All within the statues perimeter of sensing must Angmar in their creation, powers and abilities. They
pass a resistance roll on the Resistance Table will vary in size and in the power of the Fell-spirits
matching their POW verses the Watch-stones that reside within each statue, but they will all share
POW. If they fail, they will become paralysed by the basic make-up as described for the Angmar
both fear and the high pitch intensity of the statues Watch-stones. Lesser works of this type have often
scream. They will be unable to undertake any been made by dark mages and placed within and
actions other than Parry, Dodge or run away (in the around their strongholds in order to alert them to
direction that they came from), for three intruders. Such Watch-stones may be as small as a
consecutive combat rounds. Those who succeed in small statue that sits on a mantle-piece, or as large
their resistance roll can act normally but will still be as a giant statue that would sit in the forecourt of a
effected by the intensity of the scream and will want castle or manor house.
to get away from the statue. After three combat
rounds, the intense pitch of the shrill screaming will
become too much to endure and those near the
Watch-stone must escape the 100metre perimeter
PUKEL-MEN
or risk permanent damage to their eardrums. In
addition, this Fell Shrill can be heard up to a Very different in creation and purpose, the
kilometre away and this will bring any patrols of Pkel-men of the Dradan (or Wose) and Daen
Angmar to investigate. Coentis/Dunlending cultures are created not by
binding spirits into stone, but by creating a magical
Overwhelming Presence: Watch-stones exude a aura within the stone that imbibes the statue with a
foreboding presence, causing inexplicable fear to all form of awareness. Such creatures are not fell presa,
those who draw near to them. When a Watch-stone though they are rather intimidating to behold, but they
is encountered in close proximity, the characters are not welcoming to those they do not know. In the
will suffer an Aura Attack (see p.214 Aura Attacks religion of the Dradan and Daen Coentis cultures,
Spot Rule in the BRP rulebook) at a -60% penalty nature was beheld with awe, wonder and respected.
to their resistance roll attempt.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.82
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
The Dunlending religion however, fell to the worship will be created in order to protect the paths to the
of nature rather than its Creator and as such most sacred of groves and mountain vales. Over
became susceptible to the powers of Darkness who time, however, the POW of Pkel-man will drain
at times have been able to mislead and beguile the away and if not replaced the Pkel-man will become
Dunlending people. leached of all POW and left as nothing more than a
As the Dradan and Daen foreboding statue. As the shamans and druids have
Coentis/Dunlending religion was nature based, its become less common, many sacred groves and
temples were forest groves and mountain vales vales have become abandoned and over the
where standing stone megaliths were raised and millennia, the Pkel-men set to watch over these
rituals held. These places were protected by the sacred places have faded in power and are no longer
presence of the Pkel-men who watched silently magically aware.
over the entrances and paths that led to these
groves and vales. All but the Wose shamans and Skills: Pkel-men do not posses skills as such but
the Daen Coentis/Dunlending druids would shun assume the following skills if they are required:
these places. The power imbibed through rituals, Sense Life (50 metre radius around statue) 90%.
into the Pkel-men, would be able to come to know
POWERS
these shaman and druids and would not interfere
with their travels to and from the places they Pkel Presence: Pkel-men exude a foreboding
guarded. All others however would feel presence, causing inexplicable fear to all those who
malevolence from the Pkel-men if they ventured draw near to them. When a Pkel-men is
too close to the paths that lead to these sacred encountered in close proximity, the characters must
places and would leave them well alone. succeed in a resistance roll matching their POW
verses the Pkel-mans POW. All who fail will suffer
Gamemaster note: Pkel-men are very the effects identical to that of a Fear spell attack.
specific to the regions where the Dradan, Daen
Coentis and Dunlending peoples live, or once lived.
They are located only at the entrances to their
sacred places (forest groves, mountain vales, cave WATCH-STONES,
entrances) and where these Lesser Men buried
their dead. Few amongst the Dunlending people
ANIMATED
now remember the art and ritual of Pkel-men
creation that their Daen Coentis ancestors learnt To all intents and purpose, these Watch-
from the Dradan. The Dradan, however, still stones are indistinguishable from any other statue
practice this art and now also place Pkel-men that would adorn a manor house, castle, citadel or
around their forests in order to prevent intruders temple. However, these creatures are made of metal
from entering their lands. or stone that has been imbibed with magical power to
allow this creation the flexibility to move. In addition,
a Fell-spirit has been bound into the statue thus
Characteristic Roll Average giving this creation not only flexibility, but a
STR N/A N/A MOVE: N/A malevolent intent and hatred for all that is living.
CON N/A N/A Generally the creature remains inanimate
SIZ 25 25 HP: none and a prisoner forever frozen upon its pedestal, but
INT N/A N/A Damage Bonus: when the purposes for which it was created come to
@ pass, the creature awakens from its enforced
POW 25 25 N/A
slumber and begins a rampage against any living
DEX N/A N/A Tres Fact: N/A creatures within its area of perception. Only powerful
Hit Location Melee Points sorcery can keep the creature under control and
Body 01-20 25/# obedient.
Strike Percent Not surprisingly, only powerful Sorcerers
Weapon Damage
Rank age have taken the risk to make these creations, and only
N/A N/A N/A N/A then in order to guard their most valued treasures or
strongholds. When they are created they are kept
# The rules governing damage to inanimate objects well secured or under tight control.
can be found on pp.276-277 of the BRP Rulebook, These creatures vary in size but generally will
under the heading Damage to Inanimate Objects. appear as creations in imitation similar to that of a
Balrog or a Dragon. There is however no limitation to
@
The POW of a Pkel-men is determined by how what these creatures could look like. When animated,
many Power Points are placed into the statue a red glow can be clearly seen emanating deep from
during the ritual of its creation. Usually this will be behind the creatures eyes. This should warn all of the
25 power points, but especially powerful Pkel-men
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.83
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
presence of the Fell-spirit that resides within this Claw 10 50% 2D6+db bleed
creature. Kick 8 60% 2D8+db crush
Spirit POW vs 1D3 to 1D6
Gamemaster note: The conditions used to 1
combat@ POW power points
animate these Watch-stones are set at the time of
the ritual of their creation. As such the conditions of # The rules governing damage to inanimate objects
activation are as unique to each Watch-stone as can be found on pp.276-277 of the BRP Rulebook,
each Watch-stone will be unique to all the others of under the heading Damage to Inanimate Objects.
their kind. Some stones will be set to animate if
intruders approach within a certain distance @
The bound Fell-spirit can only initiate spirit combat
(generally a 30 metre radius around the Watch- if the head, chest or abdomen of this Watch-stone is
stone). Others will be set to animate if an object is destroyed. At that time the Fell-spirit will be freed and
touched or an item taken from a receptacle. There it will attack any living creatures near to it.
is no limit to what the activation conditions would be
as set by the Sorcerer who made the Watch-stone. Skills: Grapple 75%, Language (understand
Due to the fact that these creatures are usually Blackspeech) 50%, Language (understand Westron)
made to appear as ornamental statues, this kind of 50%, Listen 75%, Sense Life (30 metre radius
Pkel-creature is the type most likely to be made of around statue) 90%, Spot 80%, Throw 45%.
either metal or stone. The types of Pkel-creatures
described previously will usually be made from POWERS
stone. Sorcerers will generally employ some form of Spirit Combat: Fell Spirits can attack in spirit
charm or amulet that they will either wear combat, consisting of a POW vs. POW resistance
themselves or place over these Watch-stones in roll. This will appear as if the Fell Spirit is glimpsed as
order to prevent unintended activation of the clawing at, enveloping, or otherwise physically
creature by either themselves or their minions. If attacking the target. If the Fell Spirit overcomes the
characters can find these amulets and use them targets POW, he or she loses 1D3 power points. If
when they encounter such Watch-stones, they can the character can overcome the Fell Spirit, he or she
also avoid these creatures activating and attacking causes it to lose 1D3 power points. More powerful
them. These creatures, being made of stone or Fell Spirits drain 1D6 power points from a target in a
metal, are immune to fire and cold attacks. single combat round, but will only lose 1D3 power
points if overcome by the intended target. This
Characteristic Roll Average combat continues each combat round until the target
STR 5D6+12 30 MOVE: 10 is unconscious, or either side has fled. A Fell Spirit
will flee before it reaches 0 power points. A Fell Spirit
CON N/A N/A HP: 3-18
that reduces a character to 0 power points may
SIZ 1-5D6 3-18 Damage Bonus possess him or her, usually causing the victim to
INT 2D6+6 13-14 +1D6 to +2D6 commit suicide or harm another person.
POW 4D6+6 20 Tres Fact:
Weakness to Holy Light: Watch-stones, or more
DEX 2D6 7 N/A
accurately the Fell-spirit bound within it, cannot stand
Hit Location Melee Points holy light. Any light conjured through the Secret Fire
Tail 01-02 3-18/# Spell Speciality or Elven lamps that capture the light
Right Leg 03-04 3-18/# of the stars and amplify it (such as Galadriels gift to
Left Leg 05-06 3-18/# Frodo) will render the Watch-stone powerless for a
Abdomen 07-08 3-18/# time. This is due to the Fell-spirit being overcome by
Chest 09-10 3-18/# the power of the holy light.
Right Wing 11-12 3-18/#
Left Wing 13-14 3-18/#
Right Arm 15-16 3-18/#
Left Arm 17-18 3-18/#
Head 19-20 3-18/#
NOTE: refer to Damage to Inanimate Objects pp.276-277 in the
BRP Rulebook regarding armour, hit points and damage.
Strike
Weapon Percentage Damage
Rank
Lance (2H) 3 80% 1D8+1+ db imp
Greatsword 5 70% 2D8+db bleed
Claw 7 70% 2D6+db bleed
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.84
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.85
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Strike WIGHT
Weapon Percentage Damage
Rank
# 1D8+db Many are the lies of Sauron the Deceiver.
Bite 7 90% And many men have foolishly believed his empty
bleed
Claw
#
5 100% 1D6+db bleed promises and let themselves be beguiled by him.
Claw
#
5 100% 1D6+db bleed Such foolish men turned to wickedness and
treachery and gave themselves to the service of the
# Dark Lord in exchange for the promise of everlasting
A Werewolf can attack with one bite attack and
life and power, gifts that only Eru can give. When
two claw attacks each combat round.
such men grew old, their bodies died, but their spirits
remained trapped within their rotting corpses, unable
Skills: Climb 75%, Dodge 95%, Hide 90%, Jump
to move on into the spiritual realm, and they rose
90%, Language (Blackspeach) 100%, Language
from their tombs to haunt the living.
(Westron) 100%, Listen 95%, Sense 90%, Stealth
These men became the Lesser Wights. In
95%, Spot 90%, Tracking 90%
nature, they bore similarities to the dreaded Barrow-
POWERS wights, but whereas the Barrow-wights were Fell
Spirits inhabiting the bodies of the long deceased
Overwhelming Presence: The presence of a
Edain, the Lesser Wights were evil men who had
Werewolf is terrifying. When a Werewolf is
served the Dark Lord and in return received the just
encountered in close proximity, the characters will
rewards for believing their Dark Lords deceptions.
suffer an Aura Attack (see p.214 Aura Attacks
For indeed in a way they did receive everlasting life
Spot Rule in the BRP rulebook) at a -80% penalty
and power, but it was not as they have been led to
to their resistance roll attempt.
believe it would be for them. Now trapped in the
Tainted Lair: The innate powers of a Werewolf physical world, they can only truly die if their
corrupt its home. Vile creatures are drawn to its wretched bodies are destroyed.
abode, while good and natural creatures shun it. Unlike the Barrow-wights however, they are
Anyone approaching the lair of a Werewolf will feel able to move freely about in sunlight, as they are
unease and may become afraid (natural creatures men whose bodies have long since died. They retain
will become spooked and flee in fear). a good portion of their memories, though time, as
well as a hatred for the one who imprisoned them in
Fell Creatures Stamina: Werewolves are beings
everlasting un-death, have driven them insane.
that house an evil spirit. As such they possess a
Those who in life were sorceress sometimes still
stamina born of sorcery and take only minimum
possess the knowledge of the arcane arts and are
damage from physical attacks by normal un-
capable of casting sorcery. Most however, were just
enchanted weapons. All damage bonuses that
normal men who were deceived by the Dark Lord and
characters poses will also only yield the minimum
became cursed in life. These beings haunt the places
damage. Only magical weapons will do normal
of their burial walking in ceaseless un-death and
damage, however if the character wielding such a
bearing malice towards all things living.
weapon possesses a damage bonus, the damage
Should a powerful servant of the Dark Lord
bonus will still only yield its minimum possible
come into their presence, the evil that created these
damage. In addition, Werewolves heal all injuries at
Wights overwhelms them, compelling them once
five times the normal rate for that of a man and
again to the will and service of the Dark Lord. Such
always make any Stamina rolls at their full Stamina
wretched creatures are no longer men, but
percentage chance. This means that they are
abominable mockeries of men.
unlikely to lose Weariness Levels (if this option is
Only in the destruction or dismemberment of
being used) nor Fatigue Points (if the option is
their bodies can their spirits be set free, but the curse
being used).
that lies upon them prevents them from taking such
action upon themselves. A dread presence surrounds
them and a distant ghostly light emanates from their
eyeless sockets. It is a kindness to send these
tormented soles into the netherworld.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.86
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
creatures will mostly be found where men have Wights will have a higher POW than the average
come under the influence of the servants of the Wight and prefer to use magic to attack the living
Enemy, for example the lands and kingdoms of than physical attacks.
Angmar and Rhudaur, in the east of Middle-earth
Overwhelming Presence: The dread presence of a
and the southern lands such as Harad and Far
Wight is frightening. When a Wight is encountered in
Harad.
close proximity, the characters will suffer an Aura
Attack (see p.214 Aura Attacks Spot Rule in the BRP
Characteristic Roll Average rulebook) at a -40% penalty to their resistance roll
STR POW
@
13 MOVE: 10 attempt.
@
CON POW 13 HIT PNTS: 13 Undead Stamina: Lesser Wights need never eat or
SIZ 2D6+6 13 Damage Bonus drink, take only half damage from physical attacks
INT 2D6+6 13 +1D4 from normal un-enchanted weapons, and heal all
POW 3D6 10-11 Tres Fact: 20 injuries at five times the normal rate for that of a man.
DEX 3D6 10-11 Further, Wights do not have Weariness Levels (if this
option is being used) nor Fatigue Points (if the option
Hit Location Melee Points
is being used) and need never make Stamina rolls to
Right Leg 01-04 0/5 resist weariness for any reason.
Left Leg 05-08 0/5
Abdomen 09-11 0/5
Chest 12 0/6
Right Arm 13-15 0/4
WILDMEN of
Left Arm
Head
16-18
19-20
0/4
0/5
DUNLAND
NOTE: Lesser Wights wear the armour and clothes they were Of the many tribes of Dunlendings within
buried in, as such they would possess armour points equal to the north-western Middle-earth, some took to living in the
rotten and rusted armour worn. wildest of places within the mountain vales of the
Strike Misty and White Mountains, driven there by the
Weapon Percentage Damage frequent Dunnish tribal conflicts, the coming of the
Rank
Weapon # 7 50% Weapon +db Edain, and later the men of Rohan. These men lived
a harsh existence and grew ever wilder as the ages
Fist 8 45% 1D3+db crush
past; for their hard living conditions, the harsh
mountain environment and their almost hunter-
@ A Lesser Wights STR and CON are equal to its gatherer lifestyle did not give them much freedom to
POW. do anything other than eke out a meagre existence
living off the land and growing spindly crops.
* A Wight will still wear the rotten clothes or rusted The numbers of these men were bolstered by
armour it was originally buried with. the brigands and thieves amongst the Dunlendings
who sought to find a suitable place of hiding to
** A Wights hit points are equal to its POW as escape retribution for their crimes. So to their skills
Wights do not possess CON. The corpses hit learnt by the wild existence of these tribes, thievery
locations are very brittle and will either break or and banditry were added. These proved to be
crumble if the hit points at a specific location are profitable pastimes, when there was enough food to
reduced to zero. However, due to the undead spare to permit such ruthless activities.
nature of the Wight, it will only suffer half damage When Gondor granted the Rohirrim the
from physical attacks and Special and Critical province called Calenardhon, still more tribes of
attack successes have no effect, doing the same as Dunlendings became displaced from the land around
any normal physical damage would (ie half rolled the northern feet of the White Mountains, the land
damage). Only magic and magical weapons will do that became known as Rohan. This act fuelled a
full damage to a Wight. bitter hatred of the Rohirrim by the Dunlending
peoples west of the Isen and the Dunlending
# A Wight will use any suitable weapon that it was mountain tribes whom the Rohirrim referred to as the
buried with. Wildmen of Dunland.
This hatred of Rohan was later exploited by
Skills: Listen 55%, Stealth 55%, Spot 60%, Sorcery Saruman the White during the last years of the Third
45%, Tracking 35% Age, at the time of the War of the Ring. Saruman
POWERS incited many Dunlending tribesman to join his forces
of Orcs and Uruk-hai and attack Rohan. Worse still,
Magic Spells: Some Wights may remember the Saruman experimented with the breeding of the
sorcery and magic that they learned in life. These
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.87
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.88
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Gamemaster note: Wolves are found Occasionally, amongst a pack of common wolves,
across Middle-earth but mostly within its northern the Alpha male and female may be Dire wolves, but
parts. They will run in packs comprising up to this is becoming rarer as these creatures now tend to
twenty family members, led by a dominant male be bred in abundance by Orcs.
and female (called the Alpha male and Alpha
female) who will be the patriarch and matriarch of Characteristic Roll Average
the pack. Wolves themselves are not evil creatures,
but as predators they have a fearsome reputation STR 3D6+6 17 MOVE: 11
amongst the Free Peoples and are avoided or CON 3D6 10-11 HIT PTS: 12-13
driven off whenever they are encountered. SIZ 2D6+6 13-14 Damage Bonus
INT 7 7 +1D4
POW 3D6 10-11 Tres Fact: N/A
DIRE WOLVES DEX 2D6+6 13-14
Hit Location Melee Points
Dire wolves were sired when the Enemy Right Hind Leg 01-02 4/4
breed especially large and vicious wolves together Left Hind Leg 03-04 4/4
in the desire to create a new breed of wolf, one that Hindquarters 05-07 4/6
was more intelligent and cunning than its sires and Forequarters 08-10 4/6
would be filled with his malice and hatred. Over Right Fore Leg 11-13 4/4
time, this breeding program proved a success and Leg Fore Leg 14-16 4/4
these large wolves did indeed become an Head 17-20 4/5
independent breed of wolf. But Dire wolves were
still capable of interbreeding with the common wolf NOTE: Dire wolves have natural 4pt fur hides.
species. Some did, thereby diluting the traits that Weapon
Strike
Percentage Damage
had been bred into this new sub-species. Rank
@
Even so, many of this breed grouped Bite 12 55% 1D8+db impale
@
together in their own packs and sired more Dire Claw 7 75% 1D6+db bleed
wolves. These wolves were vicious and hunted for Ripping
@
1 80% 2D6+db bleed
the pleasure of killing just as much as they did for
food. They were cunning and cruel and showed an @
Dire wolves get two simultaneous claws and one
intelligence uncommon to the wolf species, and a bite attack each combat round. The bite comes 5
malice that was akin to that of the Orcs. Strike Ranks after the claw attacks. If both claws
These creatures are kept and especially successfully strike the target, the Dire wolf will hang
breed by Goblins to act as their mounts for riding on and rip with its hind claws on the next round while
and as sentinels at watch over their strongholds, for continuing to bite, gaining a free attack for its bite that
they are an ideal size to carry a Goblin. Orcs combat round.
however use Dire wolves solely as a kind of guard
dog, for they are not large enough to carry an Orc. NOTE: In combat, Dire wolves will often fight
It is an ideal partnership for the Orc-kind and Dire cooperatively. Several Dire wolves may attack the
wolves and many now live amongst the Goblin same target, ensuring that most of them will not be
encampments and strongholds spread across parried or dodged. Or one or two of the larger Dire
Middle-earth. wolves may attempt to knock their target down
It is said that these creatures have also when it falls over, a bunch of other Dire wolves will
developed their own language, one that is rush in to tear at the target while it is down.
understood by the Goblins. Goblin wolf-handlers
are able to converse, albeit in a crude and Skills: Dodge 45%, Hide 80%, Jump 55%, Listen
rudimentary way, with their Dire wolf charges. This 75%, Sense 90%, Spot 85%, Stealth 75%, Track
has made the partnership of Dire wolf and Orc-kind 80%.
even more dangerous.
POWERS
Gamemaster note: Dire wolves can be Language of Wolves: Dire wolves have a language
found across north-western Middle-earth and into consisting of guttural growls and howls. It is possible
the east as well. They are usually found living in to learn and understand this animal language and
packs amongst Goblin and Orc encampments and Goblin wolf-handlers often do. Dire wolves are able to
strongholds; however packs of up to a dozen of communicate very basic information through these
these creatures may be found roaming the wild. sounds. If someone lives in a close working
They are a threat to any of the Free Peoples who relationship with a pack of these creatures, as Goblin
may come into contact with them, but unlike wolves, wolf-handlers do, then they will pick up on what the
Dire wolves prove far more difficult to deal with. sounds mean. Such basic information that can be
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.89
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
conveyed include the understanding that there is an left up to the wolf-handlers who will take care of the
intruder present or that prey has been sniffed out, Wargs. It is dangerous work and one that results in
that there is danger etc. Such information will many disfiguring injuries, but those who succeed will
always be vague and indeterminate but the receive a place of honour and gifts from their
message will have one strong theme: ie intruder, Chieftain.
danger, food, cold, hungry etc.
Gamemaster note: Dire wolves and wolves
will avoid Wargs as they will be treated as
WARGS competition for food and a threat to the pack. Wargs
appear to have originated in the vales of the Anduin
in Rhovanion, but they have now spread across the
Buoyed by the success of breeding the Misty Mountains into Angmar and the Ettenmoors,
Dire wolves, the Enemy set about to overcome the and as far south as the Gap of Isen and Rohan. They
shortfalls of that breed, the result was the breeding have even been found as far east as the Sea of
of the Wargs. Large and power, Wargs look Rhun. They prefer to wear down their prey through hit
something of a cross between a giant hyena and a and run attacks, surrounding and overpowering their
Dire wolf and are around the size of a small horse. targets, and they are not afraid of attacking larger
They are covered in thick fur that ranges in colour parties of travellers.
from white through silvery grey, and brown to black.
They have a fearsome reputation and are believed
to be able to snap a mans spine with their powerful Characteristic Roll Average
jaws. Their fierce might is matched by an evil STR 3D6+18 28-29 MOVE: 12
intellect and cunning that should never be CON 2D6+6 13-14 HIT PTS: 17
underestimated. SIZ 4D6+6 20 Damage Bonus
Wargs have been allied with Orc-kind since INT 7 7 +2D6
the Enemy bred both species. But it is believed by
POW 3D6 10-11 Tres Fact: N/A
the Wise that the Wargs did not appear in Middle-
earth until after the fall of Beleriand, for the species DEX 2D6+6 13-14
of wolves that were such a great threat to the Free Hit Location Melee Points
Peoples before that time were either great Dire Right Hind Leg 01-02 5/5
wolves or Werewolves. Left Hind Leg 03-04 5/5
Wargs are large enough that Orc-warriors Hindquarters 05-07 5/8
can be mounted on their backs, thus comprising a Forequarters 08-10 5/8
fearsome cavalry that is not easily overcome. As Right Fore Leg 11-13 5/5
with Dire wolves and Goblins, many Wargs live side
Leg Fore Leg 14-16 5/5
by side with Orcs in their strongholds, acting as
watchdogs as well as mounts. Other Wargs, Head 17-20 5/6
however, can be found living in the wild and pose a NOTE: Wargs have natural 5pts fur hides.
threat to Orc and Free Peoples alike as they see all Strike
as potential sources of food. Where Wargs live in Weapon Percentage Damage
Rank
association with Orcs, the Orc wolf-handlers have Bite
@
12 75% 1D8+db impale
learnt the subtle language of the wolf, just as their Claw
@
7 85% 1D6+db bleed
Goblin counterparts have with the Dire wolves. @
Ripping 1 80% 2D6+db bleed
Wild Wargs live in packs of up to twenty
individuals all belonging of one family sired by an @
Alpha male and female. Generally, these Alphas Wargs get two simultaneous claws and one bite
are the largest of the pack, but this is not always the attack each combat round. The bite comes 5 Strike
case. Should the Alpha male or female be killed or Ranks after the claw attacks. If both claws
die, the pack will fragment into smaller packs that successfully strike the target, the Warg will hang on
will look for others in a similar circumstance in order and rip with its hind claws on the next round while
to unite into a new pack. In this way, inbreeding is continuing to bite, gaining a free attack for its bite that
minimised and the chance of healthy and strong combat round.
offspring is maximised.
Generally the Wargs that are allied to Orc NOTE: In combat, Wargs will often fight
tribes have been bred by the Orc wolf-handlers and cooperatively. Several Wargs may attack the same
are more tame. That is to say that they will not target, ensuring that most of them will not be parried
tare their Orc wolf-handlers apart on sight... or dodged. Or one or two of the larger Wargs may
generally they wont, but there are always attempt to knock their target downwhen it falls
exceptions. For an Orc tribe to capture and tame over, a bunch of other Wargs will rush in to tear at the
Wargs is a great and dangerous undertaking, one target while it is down.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.90
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
Skills: Climb 55%, Dodge 55%, Hide 80%, Jump you all cold in the dark on the other side', says
65%, Listen 75%, Sense 90%, Spot 85%, Stealth Gorbag in The Two Towers, LOTR.
75%, Track 85%. The Wraith-world was not populated by
wraiths alone. The Elves seemed to somehow also
POWERS
have had a form of existence that extended into this
Language of Wolves: Wargs have a language realm; however they existed in a brilliant, shining
consisting of guttural growls and howls. It is form on the other side of the threshold. At least,
possible to learn and understand this animal Frodo saw Glorfindel in this form while on the brink of
language and Orc wolf-handlers often do. Wargs the Wraith-world himself, and Gandalf later
are able to communicate very basic information suggested that this nature was common to the High
through these sounds. If someone lives in a close Elves. It would seem that the High Elves were given
working relationship with a pack of these creatures, such grace by the Valar as to be able to project their
as Orc wolf-handlers do, then they will pick up on glory into this spiritual realm and thus cause fear to
what the sounds mean. Such basic information that such creatures of the Shadow.
can be conveyed include the understanding that Two forms of Wraiths are described below,
there is an intruder present or that prey has been that of the lesser Wraiths, those whom have been
sniffed out, that there is danger etc. Such formed by wounds caused by Morgul blades, and the
information will always be vague and indeterminate Cargl, those who have freely given themselves to
but the message will have one strong theme: ie the service of the Dark Lord in exchange for power
intruder, danger, food, cold, hungry etc. and thus have become powerful Wraiths, servants
and sergeants of the Nazgl. All Wraiths are bound
to the fate of the One Ring. Should the One Ring be
destroyed, all Wraiths would also be destroyed.
WRAITHS
(The Ulairi)
WRAITHS
Wraiths are ghostly beings that exist
more in the hidden Wraith-world than in the physical These are the hapless victims of Morgul
realm. The most famous of these creatures were blades. Wraiths form when a person, who has been
the Ring-wraiths, the Nazgl, great kings of Lesser- struck by a Morgul blade, has a sliver of the blade
men who were ensnared by Sauron's Nine Rings break off inside them. If they do not receive the
and turned into Wraiths bound to his service and attentions of powerful Elven healing, or the healing of
the fate of the One Ring. They however were not especially skilled healers, the victim will die if the
the only lairi, the Quenya word for 'eternal or sliver is allowed to work its way to the victims heart
unending', an apt description for the Wraiths. (a process that may take hours, days or over a week
The Morgul weapons of the Nazgl (and to occur). Once the victim dies, they will be drawn
perhaps other servants of the Enemy) carried dark into the Wraith-world by the Nazgl who stabbed the
enchantments that cursed the wounds they inflicted. victim.
The wounds themselves varied; the wound suffered Once a Wraith, they will be trapped in that
by the Steward Boromir (the ancestor of the realm forever, an unwilling and witless servant of the
Boromir son of Denethor) left him in crippling pain Enemy, unless either the Wraith is killed, or the One
and shortened his life, while the wound taken by Ring destroyed. The Wraith will either be totally under
Frodo on Weathertop threatened to make him into a the domination of the Enemy, or left to wander the
Wraith. Wraith-world aimlessly forever, lost, witless and
To be cut by a Morgul blade would mean without hope unless death is finally brought to them.
becoming a Wraith if a sliver of the blade broke off
and worked its way to the heart of the victim. Only Gamemaster note: Wraiths generally make
strong and power healing, such as that provided by poor servants of the Enemy, as they were dragged
Elven Lords would be able to remove the sliver and unwillingly into the existence they now possess. It
heal the wound, thus preventing this horrid end. would seem that either the process of becoming a
Wraiths seem to have led a dual existence Wraith, or the intercessions of the Valar, have
on the boundary between two worlds: the physical confounded the designs of the Enemy. For those of
realm and the Wraith-world. While they had a partial the Free Peoples who have fallen to the fate of a
form in the physical reality, they seem to have had Morgul blade and become a Wraith are left without
a more solid existence in their own world. They also wits or intelligence. They merely become dumb
had the ability to draw others into their reality. This servants of the Enemy, or are so witless as to be
power to draw others into their realm seems to have uncontrollable. This however is not the fate of those
been used to terrorise their servants, too - 'they skin amongst the lesser men who have become followers
the body off you as soon as look at you, and leave of the Dark Lord. For such of these who have been
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.91
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
transformed into Wraiths, seem to retain their successes have no effect, doing the same as any
intelligence and memories after becoming Wraiths. normal physical damage would (ie half rolled
It is a curiosity, and a mercy, that the Wise do not damage). Only magic and magical weapons will do
yet fully understand. Those of the lesser men who full damage to a Wraith.
do not revere the Valar, but whom are also not
aligned to the Dark Lord, may or may not suffer the # A Wraith will use any suitable weapon available to
same fate as that of the Free Peoples if it.
transformed into a Wraith.
Skills: Listen 75%, Stealth 85%, Spot 30%, Track (by
Characteristic Roll Average smell) 85%
@ POWERS
STR POW 10-11 MOVE: 10
@ @
CON POW 10-11 HIT PTS: POW Overwhelming Presence: The dread presence of a
SIZ Var* 13 Damage Bonus Wraith is frightening. When a Wraith is encountered
INT Var* 13 none in close proximity, the characters will suffer an Aura
POW 3D6 10-11 Tres Fact: N/A Attack (see p.214 Aura Attacks Spot Rule in the BRP
DEX 3D6 10-11 rulebook) at a -20% penalty to their resistance roll
attempt.
Hit Location Melee Points
Right Leg 01-04 0/POW** Purity of Running Water: All Wraiths are frustrated
Left Leg 05-08 0/POW** by the presence of running water. Any skill roll made
Abdomen 09-11 0/POW** at the shores of a river, stream or the ocean (also
lakesides when waves are rolling onto the shoreline)
Chest 12 0/POW**
are considered to be Difficult. Wraiths will never ford
Right Arm 13-15 0/POW** deep rivers, preferring to cross on bridges. Wraiths
Left Arm 16-18 0/POW** will also have to pass a Luck roll before they attempt
Head 19-20 0/POW** to cross even a shallow ford in a river or wide stream
NOTE: Wraiths may wear armour and clothes; as such they (very narrow streams pose no problem however).
would possess armour points equal to the armour worn. This is due to the fact that they must summon the
willpower to cross over the running water.
Strike
Weapon Percentage Damage
Rank Scent of Blood: Wraiths can smell the blood of living
Weapon # 7 50% Weapon +db creatures as it pulses through the veins. As such they
Fist 8 45% 1D3+db crush have at least an 85% chance of tracking a creature
by smell (this is reflected in their skills listed above) if
@ A Wraiths STR, CON and Hit Points are equal to they are within 80 metres of the creature. For every
its POW. additional 20 metres beyond this range, the chance
of success for tracking by smell will drop by -10%. In
* A Wraiths SIZ and INT will be the same as the addition, if the creature is bleeding, all skill rolls
victim the Wraith was formed from. If a Wraith is undertaken for tracking by smell will be considered to
being generated for the purposes of a random be Easy (ie double the skill chance), and all
encounter, assume that the Wraith was once a distances for perception are doubled. So a bleeding
human and give them a SIZ and INT of 2D6+6. creature at a distance of 160 metres can be detected
Those amongst the Free Peoples who suffer the by the Wraith and its chance of Tracking by Smell will
fate of becoming a Wraith will only possess a fixed be 170%. However, for every 40 metres beyond this
intelligence of INT 5. They will be no more extended range, the Wraiths chance of detection of
intelligent than that of an animal, able to follow the bleeding creature will still drop by -10%. So a
instructions and capable of some degree of problem bleeding creature at a range of 240 metres will be
solving, but no longer possessing the intelligence or detectable by the Wraith as through its Track by
memories they had whilst alive. Smell skill was 150%.
Senses of the Dead: Wraiths do not see the living
** A Wraiths hit points are equal to its POW as beings of the world, but instead perceive the
Wraiths do not possess CON. The Wraiths hit shadows they cast. To them, black seems as though
locations vary based on the creature that has been white and darkness as though a pallid light. As such
transformed into a Wraith (usually humanoid their Spot skill chance is limited to 30% (this is
shaped creatures). Any damage done to a hit reflected in their skills listed above) during daylight
location will inflict damage to the total Hit Points of and to 15% when in direct sunlight. Their Spot skill
the Wraith only for there are no true hit points per chance increases to 50% when in darkness and
hit location. However, due to the undead nature of during the night hours. When seeing High Elves,
the Wraith, it will only suffer half damage from however, they appear as brilliant, shining forms,
physical attacks and Special and Critical attack blinding and terrifying to the Wraith. Wraiths will
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.92
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
suffer Aura Attacks at a -40% or more penalty when priesthood of the Dark religion and the court of the
encountering such High Elves. Dark Lord and his Nazgl and are extremely
dangerous, having retained the intelligence and
Undead Stamina: Wraiths need never eat or drink,
memories of their former physical life and the sorcery
take only half damage from physical attacks from
they were so adept at casting whilst alive.
normal un-enchanted weapons, and heal all injuries
at five times the normal rate for that of a man.
Further, Wraiths do not have Weariness Levels (if Characteristic Roll Average
this option is being used) nor Fatigue Points (if the STR POW
@
10-11 MOVE: 10
option is being used) and need never make CON POW
@
10-11 HIT PTS: POW
@
Stamina rolls to resist weariness for any reason.
SIZ Var* 13 Damage Bonus
Wraithform: Wraiths are invisible unless they garb INT Var* 13 none
themselves within clothing or armour. However, POW 3D6+8 18-19 Tres Fact: 20
their eyes can still be seen as dim orbs of red fire, DEX 3D6 10-11
revealing their evil and malice. Sometimes more of
Hit Location Melee Points
a form can be visible beneath their robes. When
this is the case (and only powerful Wraiths are Right Leg 01-04 5/POW**
capable of this for short periods of time, see the Left Leg 05-08 5/POW**
Cargl description below) the Wraith will appear to Abdomen 09-11 5/POW**
be as a ghostly skeleton beneath the robes it Chest 12 5/POW**
wears. Right Arm 13-15 5/POW**
Left Arm 16-18 5/POW**
Head 19-20 5/POW**
CARGUL NOTE: Cargl will wear robes fitting to their priestly duties.
These robes are enchanted to confer 5 points of armour.
The Cargl are Wraiths who are the Strike
Weapon Percentage Damage
servants of the Nazgl, acting as messengers and Rank
heralds of doom. When need presses they also Weapon # 7 80% Weapon +db
take on the role of sergeants of their armies. The Fist 8 75% 1D3+db crush
main role that the Cargl however is to undertake
the spreading of the religion of the Dark Lord and @ A Cargls STR, CON and Hit Points are equal to
his Nazgl servants. its POW. Cargl pride themselves on the gaining of
The Cargl are the priest and teachers of power and as such the statistics for POW
the abominable practices of the dark religion. As represented here would be for the POW of the priest
such, they are also skilled sorcerers and will often at the time they became a Cargl. Therefore a
be supported by servants of less powerful sorcerers Cargls POW could be greater than the statistics
and acolytes of their faith, drawn from the ranks of listed in the statistics block above.
fallen men and the Orkish races.
All the Cargl were once fallen men or Orc * A Cargls SIZ and INT will be the same as the dark
priests, servants of the Dark religion, whose lust for priest the Wraith was formed from. Assume that the
power drove them to choose the most terrifying of Cargls SIZ and INT will generally be of 2D6+6, but
fates. For all the Cargl willingly gave themselves use the appropriate SIZ and INT for Orcs or other
over to become Wraiths. In the dark rites of their creatures as relevant to their racial description.
religion they became blood sacrifices to the Dark
Lord and pierced themselves with Morgul blades, ** A Cargls hit points are equal to its POW as
driving them deep into their own hearts. Within Wraiths do not possess CON. The Wraiths hit
moments of their agonising death, they rose again locations vary based on the creature that has been
as horrid Wraiths, willing servants of the Destroyer, transformed into a Wraith (usually humanoid shaped
ready to go forth and spread his religion of lies, creatures). Any damage done to a hit location will
deceit and terror. inflict damage to the total Hit Points of the Wraith only
for there are no true hit points per hit location.
Gamemaster note: Such horrid creatures However, due to the undead nature of the Wraith, it
are the most trusted of the servants of the Nazgl, will only suffer half damage from physical attacks and
for they have passed their ultimate test of Special and Critical attack successes have no effect,
allegiance to the Dark Lord and have become akin doing the same as any normal physical damage
to the Nazgl themselves. These creatures are not would (ie half rolled damage). Only magic and
as powerful as the Nazgl but share many of the magical weapons will do full damage to a Cargl.
traits that make their Nazgl masters so dangerous.
Such creatures can be regarded as the royal
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.93
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
# A Cargl will use any weapon suitable to its shadows they cast. To them, black seems as though
priestly duties that it has available. The highest white and darkness as though a pallid light. As such
ranking Cargl will even be entrusted with their own their Spot skill chance is limited to 30% (this is
Morgul blades. reflected in their skills listed above) during daylight
and to 15% when in direct sunlight. Their Spot skill
Skills: Listen 85%, Stealth 95%, Sorcery 100%, chance increases to 50% when in darkness and
Spot 30%, Track (by smell) 95% during the night hours. When seeing High Elves,
however, they appear as brilliant, shining forms,
POWERS
blinding and terrifying to the Wraith. Wraiths will
Magic Spells: Bladeshattering, Create Light, Evoke suffer Aura Attacks at a -40% or more penalty when
Fear, Fog-raising, Forgetfulness, Holding-spell, encountering such High Elves. Cargl, however, can
Spellbinding. Cargl do not make Stamina rolls ride the dreaded Black Horses of Mordor. When
after casting spells. Cargl will know additional mounted on a Black Horse they are able to perceive
magic and sorcery spells but the high priest Cargl the world through the senses of their mounts. As
will in particularly know the following additional such, whenever a Cargl is touching or riding a Black
spells: Blast of Sorcery, Command, Misdirection, Horse, they do not suffer any of the adverse effects
Power of the Land, Shadow of Fear, Slumber, of the Senses of the Dead power. Instead, if they so
Veiling Shadow. choose, they may use the Perception based skills of
the mount they are riding when undertaking
Overwhelming Presence: The dread presence of
Perception based skill rolls.
a Cargl is frightening. When a Cargl is
encountered in close proximity, the characters will Undead Stamina: Wraiths need never eat or drink,
suffer an Aura Attack (see p.214 Aura Attacks take only half damage from physical attacks from
Spot Rule in the BRP rulebook) at a -40% penalty normal un-enchanted weapons, and heal all injuries
to their resistance roll attempt. at five times the normal rate for that of a man.
Further, Wraiths do not have Weariness Levels (if
Purity of Running Water: All Wraiths are
this option is being used) nor Fatigue Points (if the
frustrated by the presence of running water. Any option is being used) and need never make Stamina
skill roll made at the shores of a river, stream or the rolls to resist weariness for any reason.
ocean (also lakesides when waves are rolling onto
the shoreline) are considered to be Difficult. Wraiths Wraithform: Cargl are invisible unless they garb
will never ford deep rivers, preferring to cross on themselves within clothing or armour. However, their
bridges. Wraiths will also have to pass a Luck roll eyes can still be seen as dim orbs of red fire,
before they attempt to cross even a shallow ford in revealing their evil and malice. Sometimes more of a
a river or wide stream (very narrow streams pose form can be visible beneath their robes. When this is
no problem however). This is due to the fact that the case the Cargl will appear to be as a ghostly
they must summon the willpower to cross over the skeleton beneath the robes it wears making it appear
running water. more dreadful that it already is. It costs a Cargl 2
Power Points per Combat Round to do this but it may
Scent of Blood: Wraiths can smell the blood of
add a penalty of an additional -20% to the Aura
living creatures as it pulses through the veins. As Attack resistance roll of any opponents within its
such they have at least an 85% chance of tracking presence being affected by its Overwhelming
a creature by smell (this is reflected in their skills Presence power.
listed above) if they are within 80 metres of the
creature. For every additional 20 metres beyond
this range, the chance of success for tracking by
smell will drop by -10%. In addition, if the creature
is bleeding, all skill rolls undertaken for tracking by ZOMBIE
smell will be considered to be Easy (ie double the
skill chance), and all distances for perception are Necromancers and Gaunt-lords are all well
doubled. So a bleeding creature at a distance of versed in the dark art of animating the bones and
160 metres can be detected by the Wraith and its bodies of the dead. A favoured undead creature often
chance of Tracking by Smell will be 170%. raised by such practitioners of vile magic is the
However, for every 40 metres beyond this extended Zombie. Zombies are simply animated corpses and
range, the Wraiths chance of detection of the they differ little from the other favourite of
bleeding creature will still drop by -10%. So a Necromancers, the Skeleton. Both are animated by
bleeding creature at a range of 240 metres will be vile sorcery, and both rely on the body parts of the
detectable by the Wraith as through its Track by deceased. They only difference is that one undead
Smell skill was 150%. creature still has rotten flesh attached to its skeletal
structure, and the other only has the skeletal
Senses of the Dead: Wraiths do not see the living
structure left to animate.
beings of the world, but instead perceive the
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.94
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.95
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
POWERS
Animated Undead Stamina: Zombies need never Characteristic Roll Average
eat or drink, take only half damage from physical STR 3D6 x2 21 MOVE: 8
attacks from normal un-enchanted weapons, and CON 3D6 x2 21 HIT PTS: 17
heal all injuries at five times the normal rate for
SIZ 2D6+6 13 Damage Bonus
that of a man. Fire will however do normal damage
to a Zombie. Zombies do not have Weariness INT 4 4 +1D6
Levels (if this option is being used) nor Fatigue POW 1 1 Tres Fact: N/A
Points (if the option is being used) and need never DEX 2D6 7
make Stamina rolls to resist weariness for any Hit Location Melee Points
reason. Critical and Special success attacks on Right Leg 01-04 2/6
Zombies have no affect as Zombies feel no pain Left Leg 05-08 2/6
and cannot suffer any shock from physical damage. Abdomen 09-11 2/6
Therefore any Critical or Special success attacks
Chest 12 2/8
made against a Zombie will be ignored.
Right Arm 13-15 2/5
Senses of the Animated Dead: Zombies do not Left Arm 16-18 2/5
see, hear, smell, feel etc for their sensory organs Neck 19 2/5
have long since ceased to function. The @
Miss 20 N/A
necromantic sorcery that animates the Zombie
allows the undead creature to sense any life force NOTE: Headless Zombies have natural 2pt armour, but some
within a range of 50 metres. This is the same way Necromancers may dress them in armour when they are
Skeletons perceive the world around them. This created.
magic also allows the Zombie to perceive the Strike
environment they are in, giving them a shadowy Weapon
Rank
Percentage Damage
perception of the obstacles that exist in the world
Claw 7 75% 1D6 +db bleed
around them. When they perceive the life force of
any creature, it is as if they were seeing a faint Grapple 9 75% special
illuminated misty image of the creature in their Weapon # 7 75% Weapon +db
world of shadows. Zombies do not suffer from any
Fear or Demoralisation spell affects and cannot An unarmed Headless Zombie can attack with two
suffer from any effect from spells that affect the claw attacks per combat round.
mind.
@ Hit Locations: if a roll of 20 is scored when
determining the hit location being struck, the attack
misses its target, sailing past where the head should
HEADLESS ZOMBIE have been on the Headless Zombie.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.96
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
as Zombies feel no pain and cannot suffer any appendages may still be able to cause mischief and
shock from physical damage. Therefore any Critical grief!
or Special success attacks made against a Zombie
will be ignored. Characteristic Roll Average
Senses of the Animated Dead: Zombies do not STR 3D6 x1.5 15-17 MOVE: 3
see, hear, smell, feel etc for their sensory organs CON 1D6 x1.5 4-5 HIT PTS: 4
have long since ceased to function. The
SIZ 1D3+1 2-3 Damage Bonus
necromantic sorcery that animates the Zombie
INT 4 4 None to +1D4
allows the undead creature to sense any life force
within a range of 50 metres. This is the same way POW 1 1 Tres Fact: N/A
Skeletons perceive the world around them. This DEX 2D6 7
magic also allows the Zombie to perceive the Hit Location Melee Points
environment they are in, giving them a shadowy Right Arm 01-20 0/4
perception of the obstacles that exist in the world NOTE: Zombies generally have no armour, but some
around them. When they perceive the life force of
any creature, it is as if they were seeing a faint
Necromancers may dress them in armour when they are
illuminated misty image of the creature in their created.
world of shadows. Zombies do not suffer from any Strike
Weapon Percentage Damage
Fear or Demoralisation spell affects and cannot Rank
suffer from any effect from spells that affect the Claw 7 50% 1D3 +db bleed
mind. Choke
@
9 50% special
Stench of Death: Any adventurer engaged in Weapon # 7 50% Weapon +db
melee combat with a Headless Zombie must pass a
Stamina roll each combat round or become A Zombies severed arm only has one attack per
overpowered by the charnel smell emitted by the combat round, so it can only attack with a claw
Headless Zombie. Should the adventurer fail their attack, or attempt a choke attack, or use a weapon it
Stamina roll, all skill rolls (including combat skills) carries once per combat round.
undertaken for that combat round will be Difficult to
@
perform due to the stench of the corpse. When a Severed Arm strikes with its Claw attack,
and the hit location roll results in a 19 on a D20, the
Severed Arm is considered to have struck the targets
neck (on a normal humanoid shaped target). It will
ZOMBIE: SEVERED ARM then hold on to the target. On the next combat round
it will then attempt to undertake a Choke attack. If
Sometimes you just need a helping hand, successful in this attack, the Severed Arm will then
hold on, chocking the target. The target will need to
and this Zombie is just what the Necromancer
overcome the Zombies STR with their own STR on
ordered! When there just arent enough parts to go
the Resistance Table in order to break free. If they
round, or you just cant get that final touch youre
fail they will suffer the effects of Chocking. The rules
after, dont throw your hands up in the air in
governing how to deal with being choked by this
frustration. Just animated them!
attack are found in the BRP Spot Rules Chocking,
Whether by design or by the results of
Drowning and Asphyxiation on p.218 of the BRP
combat these animated body parts can prove to be
rulebook.
a hidden danger. Necromancers have been known
to leave these rotten appendages lying around,
NOTE: A Zombie will never attempt a Dodge or
hidden in the shadows, to trap the unwary. Though
Parry. A Zombie will continue to fight until hacked to
they can be easily defeated or avoided, when
pieces.
distracted by their other more completed Zombie
cousins, these things have a habit of sneaking up
# A Zombie will use any weapon given to it by its
on the unweary and going for the throat, literally.
Necromancer at the attack chance of 50%. This skill
chance never changes due to experience.
Gamemaster note: Generally, these
Zombie appendages are hidden in the dark and act Skills: Sense (life) 50%
as a kind of trap, springing out at the unwary for the
attack. They are generally clawed, due mostly to POWERS
the fact that the finger bones tend to protrude from
Animated Undead Stamina: Zombies need never
the rotten skin of the creature, and pack a mean
eat or drink, take only half damage from physical
punch. Adventures should be wary of the fact that if
attacks from normal un-enchanted weapons, and
they cut a complete Zombie to pieces, its
heal all injuries at five times the normal rate for that
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.97
John 1:5 - The light shines in the darkness, but the darkness has not overcome
overcome it.
e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.98