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John 1:5 - The light shines

sh ines in the darkness, but the darkness has not overcome it.

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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.

Griffin 35 Headless Zombie 96


Huorn 35 Zombie, severed arm 97
Kraken 37
Losrandir (Caru) 38
Lynx 39
Mammoth 39
Mearas 40
Mewlip 41
Morroval 42
Neekerbreeker 43
Oliphaunts (Mmakil) 44
Orcs 46
Orc 47
Goblin 48
Uruk-hai 49
Half-orc 50
Orc Player Characters 51
Orc Ghoul 54
Salamander 55
Sabre-toothed Cat 57
Sea Serpent 57
Shade 58
Sickle-fly 59
Skeleton 60
Spiders 60
Lesser Spiders 61
Giant Spiders 63
Shelobs Spawn 64
Spirits 66
Fell Spirit 66
Spectre 68
Stoorworms 69
Trolls 70
Cave Trolls 70
Forest Trolls 71
Hill Trolls 72
Mountain Tolls 73
Snow Trolls 74
Stone Trolls 75
Pirtereg (Half-trolls) 76
Olog-hai 77
Vampire 78
Watcher in the Water 80
Watch-stones 81
Angmars Ancient Watch-stones 81
Fell Watch-stones 82
Pkal Men 82
Watch-stones, Animated 83
Werewolves 85
Wight 86
Wildmen of Dunland 87
Wolf-Kind 88
Wolves 88
Dire Wolf 89
Wargs 90
Wraiths 91
Wraith 91
Cargl 93
Zombie 94
Zombie 95

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

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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.

POWERS Hit Location Melee Points


Aerial Dodge: When all bats are in flight they are Right Hind-leg 01-02 3/5
able to manoeuvre will excellent precision due to Left Hind-leg 03-04 3/5
their capacity for sonar navigation. As such, all Hindquarters 05-07 3/7
attempts to hit a bat in flight are considered Difficult. Forequarters 08-10 3/7
Swarming Presence: When small bats are in flight Right Fore-leg 11-13 3/5
they prefer to stay tightly packed flying together Left Fore-leg 14-16 3/5
manoeuvring in excellent precision due to their Head 17-20 3/6
capacity for sonar navigation. Any character caught
in such a swam will have all their actions Strike
considered to be Difficult for the duration of their Weapon Percentage Damage
Rank
presence within the swarm. Bite 8 25% 1D10+db bled
Claws (x2) 3 40% 1D6+db bleed
Slap 5 25% 1D3+db crush
BEAR
BEARS Bears can attack twice in a combat round, using
either two separate claw attacks or one claw and one
Despite the many dangers which lurk in bite attack.
the dark corners of the woods and mountains,
Middle-earth is not solely populated by evil beasts Skills: Climb 40%, Listen 75%, Sense 75%, Spot
and monsters. In nearly every region, animals of a 60%
most natural order can be found roaming, going
about their own business. Not all of these animals
Grizzly Bear
are harmless, however. There are many dangers
which do not serve the Enemy in Mordor. The bear Characteristic Roll Av.
is just one such animal that can pose a danger to STR 4D6+10 26-27 MOVE:14
any who cross their path. CON 2D6+8 15 (8 swimming)
Bears of different breeds can be found
SIZ 3D6+12 23-24 HIT POINTS: 19
throughout Middle-earth, favouring wooded
mountains and forested hill-lands. Individual bears INT 5 5 Damage Bonus
of some breeds can grow to very large sizes. These POW 3D6 10-11 +2D6
large omnivores will warn you before they attack, DEX 3D6 10-11 Tres Fact: N/A
but still they should not be taken lightly. Ignoring a Hit Location Melee Points
bear could result in unfortunate circumstances. Right Hind-leg 01-02 4/5
Brown bears are the smallest of the bear Left Hind-leg 03-04 4/5
varieties and can be found throughout all the Hindquarters 05-07 4/8
forests, plains and woodlands of Middle-earth. The
Grizzly bear is a more aggressive species than the Forequarters 08-10 4/8
Brown bear and can be found in the mountains and Right Fore-leg 11-13 4/5
forests of northern Middle-earth, from Gondor Left Fore-leg 14-16 4/5
northwards. Polar bears are by far the most Head 17-20 4/7
aggressive of the bear species, never turning down
a chance for a meal as they can never be sure that Strike
they will survive long enough for another chance to Weapon Percentage Damage
Rank
come along. Polar bears are found across the far Bite 8 35% 1D10+db bled
north of Middle-earth, around the ice bay of
Claws (x2) 3 50% 1D6+db bleed
Forochel and throughout the Northern Wastes and
the northern slopes of the Grey Mountains Slap 5 35% 1D3+db crush

Brown Bear Bears can attack twice in a combat round, using


either two separate claw attacks or one claw and one
Characteristic Roll Av. bite attack.
STR 3D6+10 20-21 MOVE:14
CON 2D6+6 13 (8 swimming) Skills: Climb 40%, Listen 75%, Sense 75%, Spot
SIZ 3D6+10 20-21 HIT POINTS: 17 60%
INT 5 5 Damage Bonus
POW 3D6 10-11 +2D6
DEX 3D6 10-11 Tres Fact: N/A

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.

Polar Bear Characteristic Roll Average


Characteristic Roll Av. STR 3D6+6 20 MOVE: 10
STR 5D6+10 30-31 MOVE:14 CON 2D6+9 15 HIT POINTS: 13
CON 3D6+8 17-18 (8 swimming) SIZ 2D6+3 10 Damage Bonus
SIZ 5D6+10 30-31 HIT POINTS: 25 INT 5 5 none
INT 5 5 Damage Bonus POW 3D6 10-11 Tres Fact: N/A
POW 3D6 10-11 +2D6 DEX 3D6 10-11
DEX 3D6 10-11 Tres Fact: N/A Hit Location Melee Points
Hit Location Melee Points Right Hind-leg 01-04 2/4
Right Hind-leg 01-02 6/7 Left Hind-leg 05-08 2/4
Left Hind-leg 03-04 6/7 Hindquarters 09-11 2/6
Hindquarters 05-07 6/10 Forequarters 12 2/6
Forequarters 08-10 6/10 Right Fore-leg 13-15 2/4
Right Fore-leg 11-13 6/7 Left Fore-leg 16-18 2/4
Left Fore-leg 14-16 6/7 Head 19-20 2/5
Head 17-20 6/9
Strike
Weapon Percentage Damage
Strike Rank
Weapon Percentage Damage Tusk 8 45% 1D6+2+db imp
Rank
Bite 8 45% 1D10+db bled
Claws (x2) 3 60% 1D6+db bleed Skills: Listen 50%, Sense 50%, Spot 60%, Tracking
40%
Slap 5 45% 1D3+db crush

Bears can attack twice in a combat round, using


either two separate claw attacks or one claw and
one bite attack. CREBAIN
Skills: Climb 40%, Listen 75%, Sense 75%, Swim These menacing black birds from the lands
80%, Spot 60% between the Misty Mountains and the dark forest of
Fangorn are often controlled by the forces of
darkness, acting from above as the eyes and ears of
the enemy. Large and intelligent, flocks of these
BOARS crow-like creatures darken the skies on their mission
of evil. But be warned, even one Crebain is capable
Boars are wild, feral pigs with wiry coats, of alerting the enemy with the swiftness of the wind.
Crebain are native to Fangorn and Dunland.
long tusks and extremely poor dispositions. They
are commonly encountered in small groups of two
to 12 individuals. Boars are omnivorous, though the Characteristic Roll Average
majority of their diets is composed of roots and STR 1D4 2-3 MOVE: 3/12 fly
berries. They are ferociously territorial creatures, CON 1D6 3-4 HIT PNTS: 3
who will attack a much larger creature without SIZ 2 2 Damage Bonus
hesitation.
INT 6 6 none
Boars of every kind are often found in
plains, woodlands and forests. Though none now POW 3D6 10-11 Tres Fact: N/A
are as terrifying or mighty as the great boar of DEX 1D6+18 21-22
Everholt that once terrorised the Firien Wood in Hit Location Melee Points
Rohan, these tusked pigs are generally wild and Right Leg 01-03 0/1
vicious. Care should be taken when travelling Left Leg 04-06 0/1
through the woods, for the rustle in the underbrush Body 07-12 0/2
may not be a hare or squirrel. Right Wing 13-15 0/1
Left Wing 16-18 0/1
Head 19-20 0/1

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.

their prey, immobilizing it and beginning the digestion


process. They then suck the contents of the goo up
Strike afterwards. Fascinating but disgusting. They dont
Weapon Percentage Damage
Rank make good pets!
Beak 8 35% 1D4+1 impale
Claw 8 35% 1D3 bleeding Characteristic Roll Average
STR 3D6+18 28-29 MOVE: 12
Skills: Spot Hidden 70%, Listen 75%,
CON 1D6+12 15-16 HIT PTS: 17-18
Understand/Speak language see below
SIZ 4D6+6 20 Damage Bonus
POWERS POW 3D6 10-11 +2D6
Dextrous Flight: Crebain are artful dodgers when it DEX 3D6 10-11 Tres Fact: N/A
comes to flying and are masters at trying to avoid Hit Location Melee Points
being hit by projectiles. When a Crebain is in flight, Tail 01-06 3/6
all attacks made against it are considered to be Body 07-14 3/8
Difficult. Head 15-20 3/6
Understand Languages: Crebain poses the Strike
Weapon Percentage Damage
uncanny knack of understanding languages. How Rank
this is possible, the Wise do not know. But this Bite 8 50% 1D6+db bled
ability makes them useful as both spies and Spit Goo 2 75% Acid Damage
sentries and thus many Crebain can be found in the
service of cruel masters aligned to the Shadow. Skills: Smell 35%, Spot 40%, Track 40%
Crebain especially trained to be spies by the forces
of Darkness will possess the ability to understand POWERS
various languages as though they have the relevant Acid Damage: Acid damage from a Crawlers goo
language skill at a 75% chance of success. Crebain spit is considered to be a very strong acid (see Acid
cannot talk however and thus for their masters to Spot Rules on p. 211 of the BRP rulebook) doing
understand them, they will be taught to respond to 1D6+1 points of damage per round. The spit can be
simple questions in a variety of ways. This gives the neutralised by washing in lots of water. The goo is
Crebain the equivalent of speaking their masters very sticky and globulous, being roughly half a metre
language as though they possessed the relevant in diameter for each spit attack. In order to escape
language skill at a 35% chance of success. These being immersed within the goo, a character must
skill chances do not change with experience succeed in an Easy Effort roll. Some of the goo will
however. still be stuck to the victim however causing acid
damage as outlined above. If not washed off, the
damage continues for as many combat rounds as the
Crawlers CON.
CRAWLER
The darker places of Middle-earth are
home to all forms of creatures that nor away at its DARK-WATER
roots. Rarely do such creatures make their way to
the surface from the deep caves they habit. The In Elven-tales, the dreadful Mornen, known
crawler is one of the few examples of such as a Dark-water in the Westron language, is a
creatures. creature formed from the depths and brought into
Elven scholars believe that the crawler was being by evil spirits. Rising from the rivers and lakes
once a small natural centipede like insect that of Eriador to fight the unwary, these beings of
inhabited the caves and ash-mountains of Mordor shadow and seething liquid are said to have
and Angmar. However the insects proximity to originated in the darkness of Angmar during the reign
these lands of Shadow have seen it tainted to of the Witch-king long ago. Their essence remains
become the creature it is today, a very large acid strong to this day, and they will relentlessly attack the
spitting centipede. Crawlers have found their way Free Peoples of Middle-earth with no fear of death.
into the mountains and foothills of Middle-earth and The Dark-water (Mornen in Sindarin, pl.
are a danger to the unwary. Mernin) is a creature of water created by evil spirits
bound to Middle-earth by dark powers, and as such
Gamemasters note: A crawlers acid spit is are akin to the wights of the Great Barrows.
a sticky goo that can reach twenty or so meters. It Adventurers should take warning from the dark mist
consists of the crawlers digestive juices. Crawlers that often swirls beneath the surface of a lake or
digest their food by spitting their digestive fluids at

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.

swamp before the Dark-water rises to strike with


@
cold hands. They should be especially wary of the A Mornens CON is equal to its POW. Its Hit Points
crowned Mernen, who rule their kind in mockery of are equal to the Mornens CON + SIZ.
the Kings of Nmenr.
A Dark-water, when it emerges, hovers Skills: Dodge 70%, Sense 50%, Spot 50%, Swim
above the water or ground at the height of a normal 100%
man and appears as though it is a watery skeleton
POWERS
clad in watery armour. In the place of its legs
however, a stream of dripping water connects it to Drowning: To drown an opponent, a Dark-water
the body of water it inhabits. The creature appears must be in its formless shape, submerged within a
as though it is made of water cascading through it body of water, where it can engulf its target. The
giving it shape, and though it generally appears the Dark-water must match its STR verses the targets
same colour as the water it inhabits, it may take on DEX on the Resistance Table. If successful, the
a different colour if the Fell-spirit that creates it is target begins to drown. Each combat round, the
powerful enough to so. attempt must be repeated but if it succeeded in the
previous combat round attack, the current drowning
Gamemasters note: When in water, a attempt against the target is considered to be Easy.
Mornen will behave to all intents and purposes as This will be the case until the target has either broken
though it were the same as a Water Elemental as free or is dead. See the rules for Drowning on page
described in the Elementals section of the 218 of Chapter Seven: Spot Rules.
Creatures Chapter of the BRP rulebook (refer to
Water Bolt: A Dark-water can cast water-bolts
pages 354-357). It will however be formless,
without restriction whilst located either within or
remaining so until it chooses to emerge from the
above a water source. However, it the Dark-water
water. Only when it emerges from the depths will its
travels on to dry land, it cost 1 Power Point to cast a
true nature and appearance be identifiable. A Dark-
water-bolt, for each bolt cast. Armour provides no
water can chose to move across the ground but will
protection against a water-bolt as the damage occurs
lose 1 point of STR for each 20 metres if travels
from the crushing effect of the impact force of water
from its source of water. Like elementals, a Dark-
hitting the target. A shield however can be used to
waters hit points are derived by adding its CON
block the bolts damage with any damage that
and SIZ together. Also like a water elemental, Dark-
passes through the shield being passed on to the
waters do not heal lost HP or regenerate power
shield arm of the defender.
points and possess no armour. However they are
invulnerable to normal attacks and can only be Slow-Healing: Dark-waters can only heal and regain
damaged by magic or magical weapons. When the power points by submerging within water and
Dark-waters hit points are reduced to 0 HP or it becoming formless. They regain 1 power point and 1
spends all of its power points, it dissipates as the hit point per hit location for each combat round that
Fell-spirit that creates it is destroyed, leaving only a they remain formless within water.
puddle of water behind.
Characteristic Roll Average
STR
CON
6D6
POW
@
21
15
MOVE:10/12swim
HP: 25-26
DRAGON-KIND
SIZ 3D6 10-11 Damage Bonus
In the depths of time, the great race of
INT 8 5 +1D4
dragons was bred by Morgoth in his dark realm of
POW 2D6+8 15 Tres Fact: 20 Angband. These terrible beasts are capable of
DEX 2D6+6 13 spewing gouts of flame and crushing stone and metal
Hit Location Melee Points with little effort.
Water Stream 01-08 0/7 The greatest of all dragons was Glaurung
Abdomen 09-11 0/7 who was the bane of the First Age. Glaurung was
Chest 12 0/9 slain by Turin, but the creature wrought great harm in
Right Arm 13-15 0/6 the lives of all he loved before its demise. Few
dragons survived the fall of Beleriand, and fewer still
Left Arm 16-18 0/6
remain in the Third Age. Smaug the Golden was the
Head 19-20 0/7 greatest of those who fled to Middle-earth, and he
Strike was slain by Bard the Bowman, who then became
Weapon Percentage Damage
Rank King of Dale.
Water-bolt 7 80% 1D8+1+db crush Dragons are reptiles possessed of a spirit of
STR vs malice and evil. They are powerful and greedy, highly
Drowning 1 special
Target DEX intelligent and immensely strong. These, some of the
most ancient of Middle-earths creatures, are divided

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.

into three distinct strains: Fire-drakes, Winged-


drakes, and Cold-drakes. Akin to the dragons are
their lesser cousins, the Drakes. Drakes were an
COLD - DRAKES
early study in the breeding of the dragons by the
Shadow and are described under a separate Little is known of the history of the Cold-
heading below. drakes (also known as Great Worms). They are
Throughout the ages, Dragons have been believed to be a failed experiment of Morgoth, a step
the bane of the Free Peoples. They are savage, fell along the road to the breeding of the stock of Fire-
monsters with the power to raze entire cities and drakes (whose breeding later gave rise to the
destroy whole armies. Their lust for treasure rivals Winged-drakes). Whether the Great Enemy
that of the Dwarves, and these two great races abandoned the Cold-drakes or was unable to
have come into conflict often with disastrous maintain control over these, the most bestial of the
consequences, especially for the Dwarves. Many three strains, is unknown by the Wise. In any case,
vaults of treasure were lost to the foul beasts of the unlike the Fire-drakes or Winged-drakes, they were
North. In fact, Dragons consumed four of the never used in service to the Enemy.
Dwarves Seven Rings of Power. Durins Folk were driven from the Grey
Though the hoards of wealth acquired by Mountains in TA 2589, after a Cold-drake slew Din I
Dragons can outshine those entire kingdoms, and his son Frr. Since then, no Cold-drakes have
Dragon-treasure comes at a high price. Many been sighted outside of the Grey Mountains or the
mortals find themselves obsessed with these great wastes to the North. Indeed Cold-drakes are found
stores of riches, so much so that they are willing to only among the Grey Mountains and in the cold
die to attain such fortunes for themselves. Although wastes beyond. They never venture far from their
many have fallen under the merciless onslaughts of lairs, lacking the mobility of the Winged-drakes.
Dragons, a good number of those who survived Cold-drakes are immense creatures, larger,
were corrupted by their desire for the dragons stronger, and more agile than their brethren the Fire-
hoard and later died fighting over them. drakes. They are covered in impenetrable scales,
Dragon treasures may include everything range in length from 24 to 36 metres, and do not
from gems, jewels, and gold to works of art, breathe fire as other dragons do. They are viciously
enchanted objects, and lost knowledge in the form solitary, marking their territories to warn off intruders.
of ancient books and scrolls. Though the Wise Those daring to venture into their domains whether
realise the folly of seeking out Dragons of any man, beast or dragon are stalked and killed. The
breed, at times they are forced to undertake such few Cold-drakes living beyond the Grey Mountains in
missions to recover powerful weapons needed in the frozen north are the unrivalled masters of their
the struggle against the Enemy. This is the most parts of the Northern Waste. No other predator dares
likely reason a company of adventures would challenge them. These creatures are the true Worms
encounter a Dragon. as described in the Dwarven and Elvish legends and
Dragons are capable of wreaking are related to the more diminutive Worms that are
incomparable havoc, but their incredible strength later described under a separate entry (see Drakes
and destructive power are offset by their need for below).
long periods of rest between assaults. For each
major battle a Dragon is involved in, they must rest Gamemaster note: Cold-drakes rarely leave
afterward for many years. The Enemy has therefore their territories, but neither do they hide from the rest
always used them cautiously, fearing to overtax his of Middle-earth like their Fire-drake cousins. For this
greatest offensive weapon. reason, they are the breed of dragons that the
The three different strains of dragon are Adventurers are most likely to encounter accidentally,
each detailed in a separate sub heading below. especially if they travel in the Grey Mountains or
further north. As with any dragon used in the game,
Gamemaster note: when characters Cold-drakes should be pitted only against the most
engage a dragon in melee combat, the Melee experienced of characters. They should be employed
Combat versus Huge Creatures Spot Rule in this sparingly, only one encounter per character could
rule set should be used. ever be expected, otherwise the shock value of their
sheer strength and imperviousness could be lost. If
the gamemaster is running a campaign set in
Beleriand or during the First Age in Middle-earth,
then they could be expected to be encountered a
little more than just once.

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.

Characteristic Roll Average FIRE - DRAKES


STR 20D6 70 MOVE: 10
CON 10D6 35 HIT POINTS: 70 Fire-drakes are immense creatures, and are
SIZ 30D6 105 Damage Bonus: spawned from their cousins the Cold-drakes. These
INT 8 8 +10D6 creatures measure around 30 metres from muzzle to
POW 4D6+6 20 Tres Fact: 1,000 tail. Like their cousins the Cold-drakes and Winged-
drakes, Fire-drakes are covered in impenetrable
DEX 3D6+3 16-17
scales. Fire-drakes are named such because they
Hit Location Melee Points can expel a great plume of fire from their maws,
Tail 01-02 12/24 incinerating all within the cone of fiery destruction.
Right Hind-leg 03-04 12/24 Unlike the Winged-drakes, however, they possess no
Left Hind-leg 05-06 12/24 wings and cannot fly.
Hindquarters 07-10 12/29 The Fire-drakes were the most common
Forequarters 11-14 12/29 strain of dragon during the First Age. Many Fire-
Right Fore-leg 15-16 12/24 drakes wreaked destruction throughout the ages,
including the razing of Gondolin by a host of dragon-
Left Fore-leg 17-18 12/24
kind. Fortunately for the Free Peoples, most of the
Head 19-20 12/24 Fire-drakes were slain before the beginning of the
NOTE: Cold Drakes have natural 12pt scaly skin. Second Age. Only the strongest and most cunning
Strike survived. The greatest of all dragons, Glaurung, was
Weapon Percentage Damage a Fire-drake.
Rank
Claw
@
3 90% 4D6+db bleed After the Second Age, Fire-drakes can be
Bite 10 70% 7D6+db bleed found only in deep underground caverns, secret
# places where they can store their treasures without
Tail Swipe 8 60% 5D6+db crush
fear of discovery, for they have no more interest in
@
the fate of the world or of the creatures that scurry
A Cold-drake can strike with two claws per across its surface. They seek only to rest, weary as
combat round. The first claw strikes on the SR they are from their long service to the Enemy. They
indicated while the second claw will strike 5 SRs could not be commanded to return by the Enemy
after that. unless he posses the One Ring.
#
The boundless savagery and greed of the
A dragons tail swipe is handled as a sweep attack, Fire-drakes makes them the most solitary of the three
as described in the spot rules for Sweep Attacks on types of dragons. They shun any semblance of
page 233 of Chapter Seven: Spot Rules of the society, interacting with others of their kind only to
BRP rulebook). breed. Even the young are ousted early from the
nest, forcing them to survive on their own or die. For
Skills: Listen 85%, Spot 90%, Sense 70%, Track this reason, only the strongest, most cunning,
80% dragons reach adulthood.
POWERS
Gamemaster note: Fire-drakes are among
Overwhelming Presence: The sight of a Cold- the most powerful creatures ever to walk Middle-
drake is frightening, overpowering and awe earth, rivalling even the mighty Balrogs. As such,
inspiring to say the least. When a Cold-drake is they should be encountered by adventurers with
encountered in close proximity, the characters will great caution. From the Third Age on, Fire drakes are
suffer an Aura Attack (see p.214 Aura Attacks almost impossible to find as they pursue only
Spot Rule in the BRP rulebook) at a -80% penalty solitude. Characters who encounter a Fire-drake,
to their resistance roll attempt. therefore, have purposely sought it out, most likely
Slow-Healing: Fire-drakes have an extremely slow hoping to vanquish the beast and win its hoard.
rate of natural healing. After ten years of rest, a These characters deserve what they receive when
Fire-drake recovers 2 Hit Points per damaged challenging a Fire-drake. Only highly skilled
location per year (or just 2 Hit Points per year if the characters have even the slightest chance of
optional hit location system is not being used). surviving such an encounter.

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.

the character. All characters in close quarters with a


Characteristic Roll Average dragon must succeed in a Luck Roll or look into the
eyes of the dragon. Once this has occurred, the
STR 20D6 70 MOVE: 10 character must resist the Dragons POW on the
CON 10D6 35 HIT POINTS: 63 Resistance Table in a POW vs POW resistance roll.
SIZ 25D6 80-90 Damage Bonus: Should the character fail in the resistance roll, they
INT 4D6 13-14 +8D6 will become stupefied and unable to do anything.
POW 4D6+6 20 Tres Fact: 5,000 They will suffer memory loss and be unable to
DEX 3D6+3 16-17 remember who they are or why they are where they
are or even where they have been. This stupefaction
Hit Location Melee Points
will last for a number of days equal to the dragons
Tail 01-02 15/21 POW. After the beguilement wears off, the character
Right Hind-leg 03-04 15/16 will regain their memories only slowly, over a period
Left Hind-leg 05-06 15/16 of months. Even so, the character will forget all
Hindquarters 07-10 15/26 contact with the dragon has occurred.
Forequarters 11-14 15/26 Bewilder: Through its superior intellect, a Fire-drake
Right Fore-leg 15-16 15/16 can confuse any opponent with whom it converses.
Left Fore-leg 17-18 15/16 Every round the Fire-drake speaks all those able to
Head 19-20 15/21 hear its words must succeed in an Idea roll or be
NOTE: Fire Drakes have natural 15pt scaly skin. unable to act for a Combat Round due to their
confusion.
Strike
Weapon Percentage Damage
Rank Overwhelming Presence: The sight of a Fire-drake
@
Claw 3 90% 4D6+db bleed is frightening, overpowering and awe inspiring to say
Bite 10 85% 7D6+db bleed the least. When a Fire-drake is encountered in close
Breathe Flame 12 90% 4D6+special* proximity, the characters will suffer an Aura Attack
# (see p.214 Aura Attacks Spot Rule in the BRP
Tail Swipe 8 50% 5D6+db crush
rulebook) at a -80% penalty to their resistance roll
@ attempt.
A Fire-drake can strike with two claws per combat
round. The first claw strikes on the SR indicated Slow-Healing: Fire-drakes have an extremely slow
while the second claw will strike 5 SRs after that. rate of natural healing. After ten years of rest, a Fire-
drake recovers 2 Hit Points per damaged location per
#
A dragons tail swipe is handled as a sweep attack, year (or just 2 Hit Points per year if the optional hit
as described in the spot rules for Sweep Attacks on location system is not being used).
page 233 of Chapter Seven: Spot Rules of the
BRP rulebook).

*A dragons fire covers an area 3 meters in WINGED - DRAKES


diameter and has a range equal to the dragons
POW in meters, using the rules for Area Attacks on Winged-drakes are considered the greatest
page 213 of Chapter Seven: Spot Rules of the of their kindred. Like Fire-drakes, they can spew forth
BRP rulebook. A dragons flame breath does 4D6 jets of fire from their maws. Also, they can fly,
points of damage to the target, though armour will enabling them to spread their paths of destruction far
protect against this damage. If the optional hit and wide. Of the three types of dragons, the Winged-
location system is being used (recommended by drakes are the most numerous relatively speaking
this GM!), this damage is applied to all the targets in the Third and Fourth Ages. Among the best known
hit locations equally. 4D6 is rolled once, and the of this breed are Ancalagon the Black, Scatha of the
damage is applied to each hit location. A dragon Grey Mountains, and Smaug the Golden.
must expend 1D6 power points to belch forth flame. The Winged-drakes are set apart from their
Additionally, the target is likely set on fire. See the brethren by their great wings, whose span is equal to
spot rules for Fire and Heat on page 223 of the length of their bodies, up to 24 meters. Winged-
Chapter Seven: Spot Rules of the BRP rulebook. drakes grow up to 24 meters in length.
The Winged-drakes are the royalty of
Skills: Listen 85%, Spot 90%, Sense 70%, Track dragons. They maintain a definitive hierarchy
80% determined solely by the size of each dragons hoard.
POWERS Female Winged-drakes are highly prized and
protected. Male dragons wishing to mate must offer a
Beguile: When a character encounters a dragon at female sufficient treasure or service in the form of
close quarters, the dragon can attempt to beguile protection to gain her willingness to spawn

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.

223 of Chapter Seven: Spot Rules of the BRP


rulebook. The DRAKES
**A Winged-drake can create a powerful gust of The winged Drakes whom now inhabit the
wind by buffeting its wings. Anyone within a 10 stony hills and mountains of Middle-earth are mere
metre radius of the dragons flight path-or within 20 shadows of the once-great majesty of their forebears.
metres if the creature is hovering-must succeed in They hunt the landscape for aurochs, bears, and
an Effort roll in order to remain standing. Those who other large animals with which to feed their young
fail are immediately knocked prone. drakelings though they will not hesitate to make a
meal of stray Hillman or Earth-kin, if the opportunity
Skills: Listen 85%, Spot 90%, Sense 70%, Track arises.
50% Weaker still are the wingless worms (and
their larger Stoorworm cousins) who claw their way
POWERS
across the barren plains and hills. Like their winged
Beguile: When a character encounters a dragon at kin, they live to feed, terrorizing beast and man alike.
close quarters, the dragon can attempt to beguile Finally, the winged Wyrms, which can grow
the character. All characters in close quarters with a to huge sizes, also terrorize the lonely places
dragon must succeed in a Luck Roll or look into the feasting on whatever they can hunt, be it beast or
eyes of the dragon. Once this has occurred, the man. All these creatures possess both a common
character must resist the Dragons POW on the origin and an ever present threat to the Free
Resistance Table in a POW vs POW resistance roll. Peoples.
Should the character fail in the resistance roll, they All drakes descend from the early
will become stupefied and unable to do anything. experiments of Morgoth in his dark designs to create
They will suffer memory loss and be unable to the dreaded Dragons. These early experiments were
remember who they are or why they are where they much less than hoped for and rapidly went their own
are or even where they have been. This way. Neither drake nor worm, Stoorworm or Wyrm
stupefaction will last for a number of days equal to possess the might or intellect of the great dragons,
the dragons POW. After the beguilement wears off, but they should not be underestimated. Rumour has
the character will regain their memories only slowly, it that something in the Misty Mountains is stirring,
over a period of months. Even so, the character will calling them to gather.
forget all contact with the dragon has occurred.
Bewilder: Through its superior intellect, a Winged- WRYVERN
drake can confuse any opponent with whom it
converses. Every round the Winged-drake speaks Wryverns are rare beasts that seem to
all those able to hear its words must succeed in an breed and reproduce normally. They are somewhat
Idea roll or be unable to act for a Combat Round dragonish in shape, but have only two legs. Like
due to their confusion. birds and bats, the wings of a Wryvern are attached
Overwhelming Presence: The sight of a Winged- to the fore-limbs with the digits of the hands being
drake is frightening, overpowering and awe very elongated to allow for the skin membrane, which
inspiring to say the least. When a Winged-drake is stretches between the digits, to act as a wing for the
encountered in close proximity, the characters will creature.
suffer an Aura Attack (see p.214 Aura Attacks Wryverns are capable of flight, but are not
Spot Rule in the BRP rulebook) at a -80% penalty good flyers, preferring instead to glide. They are very
to their resistance roll attempt. aggressive creatures but are known to heard
together in large family groups of no more than a
Slow-Healing: Winged-drakes have an extremely dozen individuals. Unlike dragons, Wryverns do not
slow rate of natural healing. After ten years of rest, nest in caves but make nests on the ground from
a Winged-drake recovers 1 Hit Point per damaged branches and shrubs. Trinkets and items that drop
location per year (or just 1 Hit Point per year if the from the meal of the Wryvern can be found in and
optional hit location system is not being used). around their nests.

Characteristic Roll Average


STR 4D6+12 26 MOVE: 6/12 fly
CON 2D6+6 13 HIT POINTS: 22
SIZ 4D6+24 31 Damage Bonus:
INT 5 5 +3D6
POW 3D6 10-11 Tres Fact: 30
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.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

DWARVES Battle Axe


Warhammer
7
8
50%
45%
1D8+2+db bleed
1D6+db crush
(Petty Dwarves) Shortsword 8 45% 1D6+1+db imp.
Hvy Crossbow 3 40% 2D4+2 impale
The Dourhand Dwarves are descended 1D2+db
Kite Shield 3 50%
from an ancient dwarf-kingdom of the Blue (knockback)
Mountains, a realm that has long since fallen into
ruin. They became scattered and declined in Skills: Appraise 50%, Bargain 45%, Brawl 50%,
number, but poverty and dishonour bred within Craft (blacksmithing) 45%, Darkvision 40%, Dodge
them a great greed and lust for power. 40%, Grapple 45%, Knowledge (Dwarven) 35%,
When the Elves of Mithlond founded the Language (Westron) 80%, Language (Khuzdul:
refuge of Edhelion, in the Blue Mountains, Skorgrm Dourhand dialect) 80%, Listen 45%, Repair
Dourhand, the leader of the Dourhand Clan, sought (weapons and armour) 35%, Spot 45%, Sorcery
to rob them of their relics and treasures. He rallied 60%, Status 35%, Throw 35%.
the remnants of his people and, in TA 2408, laid POWERS
siege to Edhelion. Worse yet, he had paid Goblins
and Trolls to assist him...something of which no Magic: Traditionally, all dwarves shun magic, though
honourable Dwarf would conceive. His evil ways since the rise of Skorgrm, some of his clan have
brought him to ruin, though Edhelion was also lost. begun to learn and use magic spells or sorcery
Six hundred years later, a Gaunt-lord, a vile taught to them by their dark overseers from Angmar.
necromancer from the First Age, summoned a fell
spirit which entered the preserved corpse of
Skorgrm and raised it as a wight. The dark realm of
Angmar used this creature to turn the Dourhands EAGLES, GREAT
entirely to evil, leading them to believe that the
creature was indeed Skorgrm reborn, to lead them The Great Eagles are the absolute rulers of
to wealth and glory. Now the Dourhands serve the air in the northern mountains of Middle-earth.
Angmar, under the rule of the creature they know Their rule is contested only by a few certain Dragons.
as Skorgrm. Eagles are the greatest of all birds and are thought to
The Dourhand dwarves appear to have be of divine creation; the Eldar, the first Elves,
turned their backs on the Free Peoples of Middle- believed Eagles to be direct manifestations of the
earth and rebelled against the rightful rule of Durin's Thought of Manwe, Lord of the Valar. In truth, the
Folk but seem to have many strongholds and Eagles seem worthy of such honour. Indomitable in
encampments throughout Eriador. spirit and never evil, Eagles lived in the treetops of
the world until Manwe ordered them to build their
eyries in the peaks and crags of Middle-earth' s
Characteristic Roll Average greatest mountains and to keep an eye upon the
Mortal Lands below, reporting to him what they saw
STR 4D6 14 MOVE: 6 and heard. These winged reporters were greater in
CON 1D6+12 15-16 HIT POINTS: 12 size than their Third Age descendants: Thorondor,
SIZ 1D4+4 6-7 Damage Bonus: the First King of the Eagles, had a wingspan of 180
INT 2D6+6 13 none feet (54 metres)!
POW 3D6 10-11 Tres Fact: 10 In the turmoil of the First Age, the Eagles
DEX 3D6 10-11 served the Eldar valiantly. After Beleriand was
swallowed up by the sea, the Eagles flew east. Some
APP 3D6 10-11
settled in the high peaks of the Misty Mountains (then
Hit Location Melee Points a home to the inhospitable Orcs). Others settled in
Right Leg 01-04 Variable/4 the Grey Mountains, where the Dragons that
Left Leg 05-08 Variable/4 escaped the drowning of Beleriand slept. In these
Abdomen 09-11 Variable/4 high snowy peaks, the natural rivalries between the
Chest 12 Variable/5 giant beasts sharpened their talons. Later in the Third
Right Arm 13-15 Variable/3 Age, Dwarves, Elves, Hobbits, Istari and men would
Left Arm 16-18 Variable/3 come to depend upon the Eagles for rescue,
information, and defence. When the Eagles chose to
Head 19-20 Variable/4
cooperate, the help-seekers were not disappointed.
NOTE: armour points will vary dependent upon the armour worn. The Great Eagles of Middle-earth are
They will generally wear metal armour over leather. princely birds. Imperious, swift and proud, these

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.

There are many different kinds (or races if


you prefer) of Ents. All races superficially look like Strike Percent
Weapon Damage
a species of tree native to the forests in which they Rank age
dwell, with each kind having slightly different sizes 1D3+db
but all having the same abilities. There are Ents that Brawl 3 80% crushing +
look like Oak trees, others that look like Elm trees. knockback
There are Holly, Beech and Ash tree looking Ents 1D6+db
and so on. Only the SIZ will vary amongst such Kick/stomp 3 75% crushing +
kinds. All other attributes are identical. knockback
2D6+ db
Gamemaster note: All Ents are susceptible Throw rock 1/CR 65% crushing +
to attacks by fire and by axes. They take an knockback
additional 1D6 damage if attacked by either of
these weapons. Impaling or crushing weapons, @
SIZ: The Wise do not know whether an Ent is born
such as swords, spears, arrows, maces, rocks etc from an Entwife or whether it will grow from a seed in
are particularly ineffective against an Ents thick the soil like a tree would. Regardless, an Ent will
bark, inflicting only the minimum weapon damage grow at the rate of 1D6 per ten years until it reaches
on a successful attack (although any damage its maximum number of dice rollable for its SIZ (ie
bonus remains unaffected). Critical and special 15). So a young Entling will grow beginning at a SIZ
success attacks by all weapons other than axes of 1D6+12 to a full Ents SIZ of 15D6+12 after 150
and fire are treated as a though they were a normal years of growth. In Entish society, an Ent is
attack success doing only the weapons minimum considered to be young until it has lived for at least
damage. Only axes and fire are able to inflict critical several centuries.
and special success damage against an Ent. When
characters engage an Ent in melee combat, the Skills: Hide (in Woods and Forest) 90%, Lore
Melee Combat versus Huge Creatures Spot Rule (animals) 100%, Lore (plants) 100%, Lore (herbs)
in this rule set should be used. 100%, Language (Westron) 80%, Language (Entish)
100%, Listen 75%, Sense 80%, Spot 85%, Throw
Characteristic Roll Average 75%.
STR 24D6+48 132 MOVE: 18 POWERS
CON 4D6+21 33 HIT POINTS: 49
@ Armour of Yavanna: Impaling or crushing weapons,
SIZ 15D6+12 65 Damage Bonus:
such as swords, spears, arrows, maces, rocks etc
INT 2D6+6 13-14 +11D6 are particularly ineffective against an Ents thick bark,
POW 3D6 10-11 Tres Fact: N/A inflicting only the minimum weapon damage on a
DEX 2D6+3 10 successful attack (although any damage bonus
APP 2D6+6 13-14 remains unaffected). Critical and special success
Hit Location Melee Points attacks by all weapons other than axes and fire are
Right Leg 01-04 12/17 treated as a though they were a normal attack
success doing only the weapons minimum damage
Left Leg 05-08 12/17
plus the creatures damage bonus. Only axes and fire
Abdomen 09-11 12/17 are able to inflict critical and special success damage
Chest 12 12/21 against an Ent.
Right Arm 13-15 12/13
Majestic Presence: The sight of an enraged Ent is
Left Arm 16-18 12/13
frightening, overpowering and awe inspiring to say
Head 19-20 12/17 the least. When an Ent is encountered in close
NOTE: armour is thick wooden bark. See also Gamemaster Note proximity (whether it is enraged or not), any evil
and the power: Armour of Yavanna below. creature will suffer from an Aura Attack (see p.214
Aura Attacks Spot Rule in the BRP rulebook) at a -
50% penalty to their resistance roll attempt. During
combat, those who are not under the influence of the
Shadow, and to whom the enraged Ent is providing
aid, will instead feel inspired by the presence of this
majestic creature and receive a boost of confidence
in their efforts of +20% to all combat skill, Effort, Luck
and Agility rolls.

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.

of darkness, such as Wargs, Orcs, Trolls etc, will


FALLEN MAIAR often gather to places where these beings dwell.
(The Raug) Because they have no bodies, the
bandrhoth cannot be physically battled. However
with many of these beings they can be defeated by
At the dawn of Arda (the world), many locating the centre of its presence and defeating it in
powerful spirits abandoned their role in the shaping a contest of wills (POW vs POW on the Resistance
of the world and, beguiled by the Dark Enemy, Table).
came to serve him. These spirits were tempted by Lesser bandrhoth sometimes have focal
grasping power and dominion for themselves with a objects at the centre of their strongholds. Destroying
will to dominate those lesser to them. Of these, such objects greatly weakens them in this contest of
perhaps the greatest were the Balrogs; the great willpower. Also some lesser bandrhoth can be
fire demons such as the one faced by Gandalf the destroyed by destroying the place they inhabit. For
Grey upon the Bridge of Khazad-dm. Others of example: a lesser bandrhoth may inhabit an old
lesser strength were used by the Witch-king of knurled tree in a tainted wood. The being would
Angmar to stir the bones of the dead lying beneath appear to all intent as though it were just an old or
the mounds of the Barrow-downs. dead tree, but in its trunk would be located a piece of
But others too exist within the world, taking wood that resembled a heart. If the heart is located,
various forms both physical and incorporeal. The then remove or destroyed, the bandrhoth would be
great mother of spiders Ungoliant and her daughter greatly weakened. Should the tree then be burnt to
Shelob are two such beings. Collectively these the ground, the creature would then be destroyed.
spirits became known as the Raug by the Elves. One famous example of a powerful bandrhoth is
The word Raug is Sindarin for demon and refers to described below.
all such beings whether Balrog or Barrow-wight,
Helegrog or Dindair. CARADHRAS THE CRUEL
Described below are a variety of these
Raug. Though all are rare, those listed here are the An example of a powerful bandrhoth is
varieties most likely to be encountered by player Caradhras the Cruel. Caradhras is one of the three
characters in their journeys, however many other peaks that sits atop of Moria and is a being of
types may also exits. relentless winter cold and mountain chill. Its being
infuses the mountain that bears its name. Whilst his
presence is everywhere throughout the mountain, the
centre of his being is the mountains towering peak,
BANDURHOTH which is tinged blood-red.
Long ago, Caradhras, a spirit of cold, fled
The Bandrhoth, or Place-demons, where from the Valar. In those days, the world was in
spirits that became so attached to the places that upheaval, and he chose the Redhorn peak in the
they dwelt that they became trapped there. The newly raised Misty Mountains as his hiding place. As
word bandrhoth means people of the dark prison. the long years passed, Caradhras became fixed to
These spirits gave up their physical form in order to the mountain, eventually losing the ability to maintain
gain complete power and control over their his physical form. The mountains evil reputation is
surrounding environs. due to Caradhras dreadful influence, as he
These beings are as varied as the places in frequently uses his powers to waylay travellers and
which they dwell, and indeed have no true physical kill them out of hatred and spite.
form. Perhaps they sleep oblivious to the goings on Caradhras only servants are the white Wargs
of the outside world, but the place they inhabit is and carrion birds who prowl his domain. Caradhras
tainted by their presence and the land seems as communicates with them freely, carrying his
though some foul wound festers deep within it commands on the mountain winds. The howls of the
tainting all that grows and lives there. Perhaps Wargs in his domain tell him a great deal about what
these beings remain dormant in their abodes only is happening in the outside world.
stirring when awoken by some other force or event,
and once awakened they threaten all who live near Gamemaster note: Caradhras is a force of
them. Perhaps they are always awake, never nature, a barrier between the two sides of the Misty
sleeping, but watching and waiting for some Mountains. He hates all of the Free Peoples, and in
hapless person or creature to wonder into its lands his proud strength, seeks to turn back any assault on
where it will attempt to do them harm. Whatever his slopes. Hes more an object than an enemy,
their nature, these beings are always dangerous although a quest might require a company of
seeking to rule the weak minded and torment the adventurers to find the heart of Caradhras and wrest
innocent. They will also seek alliances with other the winter cold. Over the centuries, many treasures
powers of darkness and as such physical creatures have been lost by the Elves and Dwarves who have

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.

Characteristic Roll Average DINDAIR


STR N/A N/A MOVE: 0
CON N/A N/A HP: N/A The Dindair (Silvan for silent shadow) are
SIZ N/A N/A Damage Bonus: demons of shadow who surround themselves in a
INT 18 18 N/A field of flittering shadows that resemble reflections
POW 100 100 Tres Fact: N/A from a flickering torch. Their exact size and shape
vary, as they tend to take on the appearance of the
DEX N/A N/A
nearest creature. Except when disguised as men,
Hit Location Melee Points their motion is a staccato strobe as they dart from
N/A N/A N/A shadow to shadow.
Strike Percent Where a Dindair makes its abode is in places
Weapon Damage
Rank age where illumination by day is provided by dim cracks
Small 5D6 crushing + that cast long shadows, and by night with foul
12 80%
Avalanche* knockback smelling candles. As they rarely live far from the
strongholds of Men, as their deceptions require
*Caradhras can release small avalanches at will constant attention, the most natural place for a
along the Redhorn Pass. This path crosses the Dindair to make its abode will be in the tombs and
Misty Mountains and skirts the sides of Caradhras. mausoleums of men.
Travel along the path at any time except in the In the First Age, the Dindair were spies of the
height of summer is a dangerous business. Enemy. They cast spells and used phantoms to
Caradhras will attempt to dislodge rocks, snow and bewitch the minds of men as they sowed the seeds
ice in order to either trap travellers on the of dissent between the Edain and Eldar. At the end of
mountains heights slowly freezing them to death or the First Age, most Dindair were destroyed in the Fall
as an attempt to kill them outright. The percentage of Angband, but a few survived and fled far into the
change listed reflects whether the build-up of ice East. There they found men who would listen to their
and snow is enough to allow for an avalanche to counsel, and they treated them as playthings.
take place, not the percentage change for the target Many of the surviving Dindair became
to be hit. Should an avalanche take place, all shadowy advisors to the kings of the East, spreading
targets must pass a Luck roll or be caught in the their evil from the shadows behind thrones, causing
avalanche. The damage listed is scored directly to war, dissent, murder and strife. Occasionally, the
hit points, even if the optional hit locations system is blood of men produced heroes who opposed them,
being used. A successful Dodge roll will halve the so they did not always work their will unfettered.
damage taken. However, as the ages passed, their influence grew,
and it well may be that any number, if not most, of the
POWERS invasions of Gondor from the Easterlings were
spurred by these emissaries of deceit.
Cold of Winter: Caradhras can concentrate its
The worst misdeed of the Dindair is the rift
malice into a field of intense cold that chills an area
they have fostered between Elves and Men in the
of the mountain. Any character that is located within
East. Much of the blood spilled between these
that area will suffer the effects of the freezing cold.
peoples is on the collective hands of the Dindair.
Refer to Cold, Hunger, Exposure and Thurst Spot
The Dindair prefer to live as part of Mannish
Rule on p.219 of the BRP rulebook for the effect
society, playing the roles of manipulators and powers
this will have on the characters.
behind the throne. They act much as the Enemy did
Dominion of the Redhorn Gate: Any of Caradhras in earlier ages among the Elves before the forging
spells can affect any portion of the Redhorn Gate on the One Ring and in Nmenor: as flatterers who
(the part of the Redhorn Pass that traverses over are so skilled in persuasion that the rulers of the land
Caradhras). fail to recognise when theyre being manipulated.
They enjoy such roles, especially if they can appear
Magic Spells: Fog-raising, Power of the Land, sympathetic to a particular court faction while secretly
Wind-mastery. holding a blade to its throat.
Speech of Wolf and Wing: Caradhras
understands the speech of the Wargs and carrion Gamemaster note: Dindair are excellent
birds that live in its domain, and can carry adversaries for adventurers who journey to the
messages to them on the wind. Those who listen eastern or the southern realms of Middle-earth. The

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.

presence of a Dindair makes and excellent surprise, POWERS


as a sinister enemy counsellor turns out to be even
Javelins of Shadow: Except when in direct light or
more than the player characters bargained for.
absolute darkness, a Dindair can form javelins from
When discovered and threatened however, the
the shadows of the air. They do 2D6 damage on a
Dindair will attempt to flee by fading into the
successful strike (and are capable of special and
shadows rather than attack its foe. It will only strike
critical strikes) and has a magical poison effect
first if it can attack by stealth and thus gain the
similar to the poisonous root Klytun (ie causes a
element of surprise. Dindair will also take precious
1D10 day coma to occur). The potency (POT) of the
or valued items from those they wish to cause strife
poison is the same as the damage that was inflicted
with, hoping that the missing items will cause a rift
from the javelin strike. Refer to p.229 Poison in the
between people. They will often place these items
Spot Rules chapter of the BRP rulebook.
in the possession of another (where later it can be
found by the items owner) or hoard them where Magic Spells: Shadow of Fear, Shadows and
they will not be easily found. Thus killing a Dindair Phantoms, Veil, Veiling Shadow and Wizards Guise.
or driving it off may prove profitable.
Shadow Armour: A Dindair is clocked in shadows
that provide it with the equivalent of 5 armour points,
Characteristic Roll Average as well as protection against direct sunlight. If a
STR 3D6 10-11 MOVE: 12 Dindair is exposed to the sun, 1 point of armour
CON* POW 18-19 HP: POW** burns away each minute until gone. After that, the
SIZ
@
2D6+6 13-14 Damage Bonus: Dindair sustains damage from its vulnerability
normally, see Vulnerability to Sunlight below. Each
INT 2D6+6 13-14 +1D4
minute spent in shadow permits it to reweave 1 point
POW 4D6+12 25-26 Tres Fact: 30 of its lost armour.
DEX 3D6+6 16-17
Hit Location Melee Points In the Shadow of Others: A Dindair can imitate a
single quality skill, weapon, spellcasting ability,
Right Leg 01-04 Variable/POW**
racial ability, legendary ability, or physical
Left Leg 05-08 Variable/POW** appearance of anyone in its shadow. The Dindair
Abdomen 09-11 Variable/POW** employs that quality with exactly the same magnitude
Chest 12 Variable/POW** of power as the imitated person would, including the
Right Arm 13-15 Variable/POW** imitated individuals characteristics, characteristic
Left Arm 16-18 Variable/POW** rolls, skill chances of success, and so forth. When a
Head 19-20 Variable/POW** Dindair imitates the appearance of another creature,
however, it does not change size more than 1D6.
NOTE: refer to Shadow Armour power below regarding armour. However, when a Dindair imitates someone, the
Strike Percent imitated person gains power over the Raug due to
Weapon Damage
Rank age the link between the two, gaining a +20% to all skill
Dagger 5 50% 1D3+1+db imp rolls, characteristic rolls and POW versus POW rolls
Javelin of 2D6+ db made against the Dindair.
3 75%
Shadow impale + poison
Vulnerability to Sunlight: Being a Raug of Shadow
has its price. For each minute that a Dindair spends
* A Dindairs CON is equal to its POW. in direct sunlight, it evaporates losing 1D6 hit points
from its total hit points. If it loses all its hit points, then
** Damage inflicted to a hit location of a Dindair will the Raug will evaporated completely and is
affect its total hit points only, as Dindair have no completely destroyed.
true hit locations, only the appearance of hit
locations. Its hit points are equal to its POW.
@
SIZ: The SIZ of a Dindair is hard to guage. In fact
a Dindair is capable of varying its SIZ by plus or
HELEGROG
minus 1D6.
A Helegrog (Sindarin for demon of ice) is
an enormous, blue, icy-winged creature surrounded
Skills: Darkvision 80%, Dodge 80%, Hide (in by an aura of blue-white flame. They are typically
Shadow) 100% Language (Black-speech) 90%, armed with icy blue spears, which they wield two-
Language (Westron) 90%, Language (Logathig ie handed. Helegrogs prefer snowy climates, where
Easterling) 90%, Listen 80%, Lock pick 80%, they build mountain strong-holds of ice-covered iron
magical skills at 80%, Persuade 95%, Pick Pockets towers and jutting spires of ice. Though they can
80%, Sense 50%, Spot 80%, Stealth 90%, Throw survive in warmer climes, these kings of winter
75%.

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.

rarely venture even as far south as Arnor, or leave


their mountain strongholds. Characteristic Roll Average
Lesser than Balrogs, the Helegrogs were
Raug of cold fire and were used as wardens in the STR 8D6 28 MOVE: 10
lands north of Thangorodrim. Although many were CON 8D6 28 HIT POINTS: 28
destroyed in the devastation cause by the fall of the SIZ 8D6 28 Damage Bonus
dragon Ancalagon, some survivors fled to the INT 2D6+6 13-14 +2D6
Northern Wastes, north of Forochel, where they POW 10D6 35 Tres Fact:
made small kingdoms for themselves in the far DEX 3D6 10-11 500
north of Middle-earth. There they subjugated Snow- Hit Location Melee Points
trolls and Orcs ruling their domains as living demi-
Tail 01-02 10/8
gods.
They are usually content to play the role of Right Leg 03-04 10/10
petty tyrants over their domains, but their favourite Left Leg 05-06 10/10
habitat places them perilously close to the Lossoth Abdomen 07-08 10/12
(the snow-men tribes of that land) and to the Chest 09-10 10/12
Dragons of the Forodwith. As a direct result of the Right Wing 11-12 10/8
Dragons, the numbers of Helegrogs have dwindled Left Wing 13-14 10/8
in the Third Age, though a few of these Troll-gods
Right Arm 15-16 10/10
still hold sway in areas of the Northern Waste.
Left Arm 17-18 10/10
Helegrogs prefer to live as tyrants and
demi-gods among the Snow-trolls, whom they teach Head 19-20 10/10
and fill with their hate. Dragons have occasionally NOTE: refer to Sheath of Ice power below regarding armour.
enslaved a Helegrog fortress, but the Helegrog Strike
have no taste for subjugation, and such Weapon Percentage Damage
Rank
arrangements rarely last long. Helegrogs will be Longspear of 3D6+5+ db
submissive to Balrogs, though these two kindred 3 80%
Ice (2H) impale
races havent encountered each other since the
Ice
First Age. 5 70% 2D8+db bleed
Greatsword
Claw 5 70% 1D6+db bleed
Gamemaster note: Helegrog society
Claw 10 50% 1D6+db bleed
comprises this beast as the absolute tyrant-lord
over its domain. It will gather to it Snow-trolls who Kick 8 60% 2D6+db crush
will act as captains, body-guards and acolytes. Wing Blast 8 50% special
These in turn will rule over subjugated orcs. Within
their strongholds they exert their influence across Note: A Helegrog cannot use its claws at the same
their domains, venturing forth for war and conquest time it uses its sword and whip.
only. They will also capture and enslave whom ever
of the Free Peoples they can. These are put to @ A Helegrog can attempt to create a powerful gust
forced labour building its fortress and then of wind by buffeting its wings. Anyone within a 5
slaughtered when there is no more use for them. metre radius of the Helegrog must succeed in an
These Raug make formidable opponents as they Effort roll in order to remain standing. Those who fail
are always accompanied by their Snow-troll are immediately knocked prone.
worshippers. Helegrogs are incapable of flight but
can use their wings to create a powerful gust of Skills: Darkvision 100%, Spot 80%, Listen 80%,
wind in front of themselves. Sorcery 80%, Tracking (by smell) 70%
POWERS
Grip of Ice: If a Helegrog succeeds in striking with
both of its claws in the same combat round, it can
grasp its victim and create a sheath of ice around it. It
takes one Combat Round to create the sheath
around a man sized victim, longer if against larger
targets. The target is then immobilised for 1D6
minutes before the ice melts enough for the victim to
escape. During the time of immobilisation, each
minute the victim must succeed in a Stamina roll or
suffer 1D6 damage directly to their total hit points
from the effects of this creatures magical cold.

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.

@ A Rogmul can wield two swords at the same


time, one in either hand, without penalty. The first FELL BEAST
sword attack will strike on Rank 5 whilst the second
will attack 5 strike ranks after that (ie Strike Rank Cruel mockeries of the Eagles, the Fell
10). Beasts make their homes in high caves or on shelves
beneath overhangs of rock. A number of them are
* A Rogmuls CON is equal to its POW. spread throughout the hills of Southern Mirkwood.
These creatures grow on average to lengths of 9
** Damage inflicted to a hit location of a Rogmul will metres (thirty feet) with around 30-35 foot (9 to 10.5
affect its total hit points only, as Rogmul have no metre) wingspans and are distantly related to the
true hit locations, only the appearance of hit cold drakes of ancient days. They cannot breath fire,
locations. but their physical armoury is formidable. Twenty-two
centimetre (nine inch) claws and fifteen centimetre
Skills: Darkvision 100%, Spot 80%, Listen 80%, (six inch) fangs along with equivalently sized legs
Sorcery 100% and jaws have persuaded many to become the Fell
Beasts' next lunch.
POWERS
While the whooshing of air is audible when
Armour of the Damned: due to the spirit nature of they beat their wings Fell Beasts tend to use up-
the Rogmul, it will only suffer half damage from drafts of wind to glide silently through the air. They
physical attacks and Special and Critical attack have narrow serpentine heads with vicious red eyes
successes have no effect, doing the same as any that glitter with malice as they dive from above to
normal physical damage would (ie half rolled attack their prey.
damage). Only magic and magical weapons will do Fell Beasts have excellent night vision and
normal damage to a Rogmul. A Rogmuls hit points can glide soundlessly and effortlessly, allowing them
are equal to its POW. Damage inflicted to a hit to attack with complete surprise at night. During
location of a Rogmul will affect its total hit points daylight hours, they use a more direct approach; a
only, as the semi-corporeal nature of the Rogmul fast dive out of the sun to impale their target on their
means that it does not have hit locations in the true outstretched claws.
sense that a physical creature does. These creatures are most common in the
mountains of southern Mirkwood, with many roosts
Heart of Fire: At the Rogmuls heart is a fell power
found near and around Dol Guldur. While they nest in
of fire, for the Rogmul were once fire-spirits before
caves, rock overhangs or thickly forested areas, they
they fell to the temptations and deceits of the
prefer to hunt in open terrain, so they are only found
Enemy. As such they appear as living smoke and
deep within Mirkwood when they are roosting.
flame in bodily form. A Rogmul may Kindle Fire (as
However, their abundant presence makes the
per the spell) with only a touch. If a character is in
approach to Dol Guldur and travel immediately
contact with the Rogmul (for example the Rogmul
around the southern expanse of Mirkwood even more
grasps or grapples the character), then their hair
dangerous than it might otherwise be expected to be.
and clothing may catch fire as well. A successful
Fell Beasts prefer temperate, low lying areas
POW x 3 roll avoids this.
to forage, next to hilly or mountainous areas for
Magic Spells: Rogmul know all Sorcery spells. Due roosting. Southern Mirkwood is believed to be the
to the Rogmul Maiar nature, no Stamina rolls are place of origin of these creatures. The servants of the
required when a Rogmul is casting spells. Enemy, however, have transplanted these beasts to
the Ash Mountains (north of the Gorgoroth plateau in
Overwhelming Presence: The sight of a Rogmul is
Mordor) and into and around Carn Dm in Angmar.
frightening, to say the least. When a Rogmul is
Larger, specially bread, Fell Beasts are able to carry
encountered in close proximity, the characters will
the weight of two men in flight into battle and are
suffer from an Aura Attack (see p.214 Aura Attacks
frequently used as mounts by the Nazgul and even
Spot Rule in the BRP rulebook).
Olog-hai and Orc warlords.
Weapons of Flame: The weapons of the Regmyl Somewhat social creatures, non mated
are imbibed with fire. They will do normal damage individuals can be found roosted together. These are
for two out of every three combat rounds, on the generally immature juveniles however. They mate for
third combat round however, they will burst into life. Mated pairs without offspring will often hunt in
flame and do 3D6 damage instead of the normal pairs, one beast flushing out prey while the other
weapon damage. The Rogmuls damage bonus is swoops in to make the kill. They will fight to the death
always added to the weapon damage whether it is to protect their offspring and are very territorial when
in its flaming state or not. it comes to their nesting areas. The mated pairs co-
operate in the raising of young. Once a Fell Beast
has mated, any other mature Fell Beasts risk death
should they encounter the pair and cannibalism of

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.

Gamemaster note: Fell Beast are GAUNT-LORD


ravenous predators that hunt both day and night.
They will generally ignore any prey smaller than a In the First Age, Morgoth summoned many
Hobbit. They swoop silently down from high above, fallen spirits into his service and twisted countless
snatch their prey in their talons, and then climb creatures to his will. Among those were dire
swiftly upward where they will drop their prey from a creatures called Gaunt-men. Morgoth gave the
considerable height, then swoop down to feast on Gaunt-men mortal bodies in which to work his
the remains. Add +50% to any first combat skill wickedness throughout Middle-earth. Men and Elves
attack undertaken at night unless the target makes alike feared these creatures, for they had the power
a Spot roll at -30% skill penalty to spot the beast. to instill other Fell spirits into the remains of the dead
and raise them as wights.
After Morgoths fall, the remaining Gaunt-
Characteristic Roll Average men went into hiding in the realm that later became
Angmar. Their power was greatly diminished, but
STR 4D6+6 20 MOVE: 6/10 fly when the Wizards arrived to lend wisdom to the Free
CON 3D6+3 14 HIT POINTS: 20 Peoples of Middle-earth, the Witch-king summoned
SIZ 4D6+12 26 Damage Bonus: the Gaunt-men to his service.
INT 3 3 +2D6 Among them, five gained greater power to
POW 3D6 10-11 Tres Fact: N/A match the five Wizards. These five, embodying
DEX 2D6+12 17 death, pestilence, famine, war, and purest evil,
became known among their kind as the Gaunt-Lords.
Hit Location Melee Points
These five Gaunt-lords are among the most powerful
Tail 01-03 5/6 of the Enemys servants in Angmar.
Right Leg 05 5/7 However, the term Gaunt-lord is now used
Left Leg 06 5/7 as a generic term by the Free Peoples to describe all
Hindquarters 07-08 5/9 Gaunt-men, as these vial necromancers raise
Forequarters 9-12 5/9 skeletons and zombies to serve them as minions,
Right Wing 13-14 8/6 and so they act as lords over the undead. Only the
most powerful and skilled of the Gaunt-men,
Left Wing 15-16 8/6
however, are able to raise wights. The five true Gaint-
Head 17-20 5/7 lords are the undisputed leaders of these vial beings.
Scattered across Middle-earth are the
Strike remains of many Nmenorian ruins, many of which
Weapon Percentage Damage
Rank have become the resting places of the dead who fell
Claw 9 45% 1D6+db bleed in the many wars and countless conflicts seen
Bite 10 55% 1D8+db bleed throughout the ages. These forgotten places are
Wing Blast** 12 N/A special ideal strongholds for a Gaunt-lord looking to exert the
Shadows influence over the land. It is rare, outside of
**A Fell Beast can create a powerful gust of wind by Angmar, that more than a hand-full of these vial
buffeting its wings. Anyone within a 5 metre radius Necromancers will gather in one place to raise an
of the creatures flight path-or within 10 metres if the army of the dead. Usually one or at most two will
creature is hovering-must succeed in an Easy Effort work together on such a purpose. If more are
roll in order to remain standing. Those who fail are encountered in one place, something serious is
immediately knocked prone. planned by the Enemy and war cannot be far away.
These vial creatures will never be found unguarded
Skills: Darkvision 90%, Listen 55%, Spot 70%, however and will always have at least a half-dozen of
Sense 50%, Track 50% their denizens gathered around them to act as their
body guards.
POWERS
Foul Stench: Fell Beasts exude a foul stench Gamemaster note: Gaunt-lords vary in
reminiscent of rotting flesh. Those who come within power and skill, with only the most skilled able to
10 metres of the beast must succeed in a Stamina raise and control wights to do their bidding. All can
roll or suffer a -20% penalty to all skill rolls, raise skeletons and zombies from the bones and

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.

bodies of the dead. Where-ever there is a ruin or POWERS


stronghold over-run by the undead, its a safe bet
Charnel Stench: Gaunt-lords exude a foul stench
that there will be a Gaunt-lord somewhere
reminiscent of rotting flesh. Those who come within
ensconced within.
10 metres of the creature must succeed in a Difficult
Stamina roll or suffer a -20% penalty to all skill rolls,
Characteristic Roll Average including combat skills. This penalty remains for as
STR 4D6+6 20 MOVE: 10 long as they remain in the area of the creatures
CON POW** Var. HP: POW stench. The Stamina roll must be undertaken every
@ time a character re-enters the area of the creatures
SIZ 1D6+6 9-10 Damage Bonus
stench.
INT 2D6+6 13 +1D4
POW Var. # Var. Tres Fact: 100 Magic Spells: All Sorcery spells, especially those
DEX 3D6 10-11 that pertain to necromancy. Gaunt-lords do not make
Stamina rolls after casting spells. The weakest of the
Hit Location Melee Points
Gaunt-lords can raise Skeletons as minions only, the
Right Leg 01-04 */9 or 11 or 12 more powerful ones can raise both Skeletons and
Left Leg 05-08 */9 or 11 or 12 Zombies as minions, the most powerful Gaunt-lords
Abdomen 09-11 */9 or 11 or 12 can raise these and minor-wights as well. The five
Chest 12 */11 or 14 or 15 true Gaunt-lords can raise more formidable wights (ie
Right Arm 13-15 */7 or 9 or 9 lesser and major wights).
Left Arm 16-18 */7 or 9 or 9 Overwhelming Presence: The presence of a Gaunt-
Head 19-20 */9 or 11 or 12 lord is frightening. When a Gaunt-lord is encountered
Strike in close proximity, the characters will suffer from an
Weapon Percentage Damage
Rank Aura Attack (see p.214 Aura Attacks Spot Rule in
1D8+db the BRP rulebook) at a -20% penalty to their
Staff 5 90% resistance roll attempt.
crushing
Undead Stamina: Gaunt-lords need never eat or
@ The wiry, thin and gaunt appearance of the drink, take only half damage from physical attacks
Gaunt-lords belies their strength. Their SIZ reflects from normal un-enchanted weapons, and heal all
the gaunt nature of the creature and the fact that injuries at five times the normal rate for that of a man.
they are often stooped when they move around. Further, Gaunt-lords do not have Weariness Levels
The actual height of a Gaunt-lord is around that of a (if this option is being used) nor Fatigue Points (if the
normal man. option is being used) and need never make Stamina
rolls to resist weariness for any reason.
# A Gaunt-lords POW will depend upon the power
of the Fell spirit for whom the creatures body was
made to house. Thus a powerful Gaunt-lord will
have a POW of 8D6+6 (34), a less powerful Gaunt- GAURADAN
lords POW will be 7D6+6 (31) and the weakest of
the Gaunt-lords will have a POW of 6D6+6 (27). When the northern kingdoms of the Noldor
The POW of the five true Gaunt-lords is greater in Beleraind were destroyed in the Battle of
than these however. Unnumbered Tears (Nirnaeth Arnoediad), many of
the surviving men found themselves lordless, living
* Gaunt-lords wear rotten clothes but rarely wear off the land, ever hunted by the scouting parties of
armour. They prefer to avoid a straight-up fight, Orcs sent forth from Angband. Many of these men
engaging in melee only if they have no choice. They turned to banditry to survive and lived off raiding the
will prefer to stand back and let their minions take remaining communities of Woodmen who lived
the brunt of an assault whilst they themselves hurl further south in the Forest of Brethil. The Woodmen
spells at their foes. gave these brigands and bandits a name: Gauredain,
(sing. Gauradan) meaning Wolf-men. For these men
** The CON of a Gaunt-lord will depend upon the where hot tempered and ruthless, hunted in small
power of the Gaunt-lords spirit within, as such the groups and where dishevelled in appearance.
creatures CON will be the same as it POW. When Over time some repented of their ill deeds
determining for the creatures hit points, do not and made amends. There were others however
average the creatures CON + SIZ. Gaunt-lords hit whose deeds sank ever fouler and fouler. Over time,
points are the same as their POW. and under the influence of the Shadow, these feller
groups found a new master. They fell to living so like
Skills: Listen 75%, Stealth 85%, Spot 70%, Sorcery the wild wolves around them that they took to
100%, Tracking 45% mimicking the habits of the wolf, in both behaviour

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.

and speech. Before the fall of Beleriand, the Enemy


sent his most trusted Lieutenant, in the form of a Characteristic Roll Average
Werewolf, to beguile these fallen men and trick
them into worshipping him as a Wolf-lord. These STR 4D6+6 20-21 MOVE: 10
fallen men became little more than animals CON 2D6+12 18-19 HP: 18-19
themselves but they grew in stature and their teeth SIZ 3D6+6 17-18 Damage Bonus:
became fanged. When Beleriand was destroyed, INT 1D6+6 9-10 +1D6
Gauredain survivors made it across the Blue POW 3D6 10-11 Tres Fact: 5
Mountains and into the land of Eriador. DEX 3D6 10-11
Wild men have dwelt in the North of Middle-
Hit Location Melee Points
earth ever since the Elder Days, troubling even the
ancestors of the Dnedain in times long forgotten. Right Leg 01-04 Variable/7
When Elendil and his sons came to Eriador after Left Leg 05-08 Variable/7
the fall of Nmenor, they found these lands Abdomen 09-11 Variable/7
occupied by these Men of Darkness, and warred Chest 12 Variable/9
with them when they founded their kingdom of Right Arm 13-15 Variable/6
Arnor upon the shores of Lake Evendim. Left Arm 16-18 Variable/6
The wild men withdrew from the might of Head 19-20 Variable/7
Arnor, but they were not vanquished. In time, they
came back to power. In lands emptied by the NOTE: armour points will vary dependent upon the armour worn.
abandonment of Annminas, the Gauredain took They will generally wear 2pt. leather wolf hide.
hold again. The Wolf-men remain blood enemies of Strike Percent
the Dnedain to this day. Weapon Damage
Rank age
The Gauredain, followers of the Witch-king Club, Heavy 5 50% 1D8+db crush
of Angmar during his war against Arnor, have an Claw 7 60% 1D4+1+db bleed
ancient affinity for the Wolves of the North. They
Spear, Long 3 75% 1D10+1+db imp
emulate these vicious beasts, wearing wolf-hides
Note: all weapons are of primitive make (eg, spear
and going about on all fours when entering battle.
will have a flint head and shaft will be made of wood).
These savage men use their fearsome behaviour to
terrify their prey; though even more terrifying is the
Skills: Craft (various primitive items skills) 45%,
rumour that they eat flesh ....any flesh.
Darkvision 60%, Dodge 40%, Grapple 45%, Lore
(wolves) 85%, Lore (herbs) 85%, Listen 75%, Sense
Gamemaster note: The Gauredain 50%, Spot 85%, Throw 75%.
communicate by guttural sounds, baying and
howling to one another. They understand each POWERS
other very well and are not as primal as some take
Magic: Only Gauradan Shamans will know some
them to be. They have however degenerated into a
magic, which will be confined to Ritual and some
primitive race that no longer can be called a race of
Sorcery magical skill specialities at around 80%
men. A clan of Gauredain will have tamed a pack of
chance of success.
wild wolves that are more than just cherished pets
or hunting dogs to the clan, the wolves will Poison Weapons: The Gauredain use poison on
represent their primal heart and soul and the their spears. They prefer the grass Ancalthur (ie
Gauredain believe themselves to be wolves in causes the victim to undertake all actions as though
human form. The wolves will, in turn, look to the they were considered to be Difficult for a period of up
Gauredain clan members as their Alpha male and to 4 hours). The potency (POT) of the poison is the
females, regarding the Gauredain as part of their same as the damage that was inflicted from the spear
pack. The Gauredain often raise totem poles strike. Refer to p.229 Poison in the Spot Rules
depicting fierce wolf effigies that are used to ward chapter of the BRP rulebook.
off evil spirits and to mark their territories. It is rare
that a single Gauradan will be encountered as the
Gauredain generally hunt in packs, whether that
pack comprises of other Gauredain, their pet GHOST
wolves or both. Regardless, the Gauredain are
fearsome hunters and their terrifying reputation is A ghost is the spiritual remnant of a man (or
deserved. elf, dwarf, hobbit, orc or creature) still attached to the
world of the living, either aware or unaware of its
deathly nature.
Refer to the description on p.342 of the Basic
Roleplaying Rulebook for more information regarding
Ghosts.

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

Skills: as suited to the nature of the ghost, or if the GIANT


ghost is a phantom created by another being, its
skills will be the same as the being who created it. Little is known about this secretive race that
dwells high atop the mountain passes and peaks of
POWERS
Middle-earth. Some would say their existence is
Chill: The air will always be noticeably chilled when merely the stuff of tales for children, but there are
a ghost is present or about to manifest itself. Even those who have explored less-inhabited lands and
on a warm summers day, the air will become cold have witnessed the power of the giants first-hand. If
and chilled and both people and animals will sense the tales are to be believed, it is said that the giants
a foreboding and dread or even fear. In game resemble Men in much the same way as Hobbits do,
terms, this will amount to no more than the but where Hobbits are diminutive, the giants are
gamemasters telling the characters that the air has enormous! Imagine a tribe of Men, each standing a
suddenly grown cold and that their characters are full sixty feet (18 metres) in height, hurling boulders
feeling uneasy or even have a sense of dread about from mountaintop to mountaintop creating a thunder
that place they are located. If the gamemaster feels all their own. The power of these creatures instantly
it is appropriate then they could also use an Aura sends a chill down the spine of any who hear the
Attack (see p.214 Aura Attacks Spot Rule in the tale!
BRP rulebook). The giants of Middle-earth are mysterious
and powerful though they are indeed also a rare mix
Ghostly Combat: Ghosts can attack in ghostly
of both terrifying monster and potential ally for the
combat, consisting of a POW vs. POW resistance
Free Peoples of Middle-earth. As of yet holding no
roll. This will appear as if the ghost is glimpsed as

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.

alliance to either the Shadow or the Free Peoples,


the giants in the peaks of the Misty Mountains east GORTHOROG
of Rivendell are sure to attract the attention of the
bravest of adventurers. In the early days of Angmar, the Witch-king
sent forces North to "collect" the remnants of an evil
Gamemaster note: when characters race that was long believed destroyed in the fall of
engage a Giant in melee combat, the Melee Angband, but which Sauron's far-seeing eye spied in
Combat versus Huge Creatures Spot Rule in this the ice of the Northern Waste. These ancient
rule set should be used. creatures were few in number but great in strength; of
Troll-kind but far more cunning, and exceedingly
Characteristic Roll Average cruel. The name given them was Gorthorog.
Recognising the power of the Witch-king and
STR 25D6+54 142 MOVE: 18 of his master in Mordor, these creatures willingly
CON 17D6+54 114 HP: 128 joined with Angmar and Sauron. The smiths of
SIZ 25D6+54 142 Damage Bonus: Angmar outfitted them with powerful arms and
INT 3D6 10-11 +17D6 armour, and they became Angmar's most devastating
POW 3D6 10-11 Tres Fact: 5 fighters, set at the front of Angmar's armies like the
sharp edge of a blade. With their help, the Witch-king
DEX 3D6 10-11
won many battles against the kingdoms of Arnor.
APP 2D6 7 Some say that it was Gorthorogs who tore down the
Hit Location Melee Points Tower of Amon Sl, toppling it into ruin, but none
Right Leg 01-04 10/43 survive to confirm that tale.
Left Leg 05-08 10/43 In the last battle to drive Angmar out of the
Abdomen 09-11 10/43 lands of Arnor, the enemy made one grave error. The
Chest 12 10/50 Witch-king had held his last few Gorthorogs in Carn
Right Arm 13-15 10/35 Dm, planning to lure his enemies to their ruin with a
false retreat. But in the end his attempt to reach the
Left Arm 16-18 10/35
fortress failed, and the Witch-king was driven from
Head 19-20 10/43 the North. Angmar was defeated.
NOTE: armour points are for natural armour worn. They will With Angmar's forces scattered, the
generally wear 3pt. Auroch hides made into clothing. Gorthorogs retreated to the dark places of that fallen
StrikePercent kingdom, which were to them much like the cracks
Weapon Damage and shadows in the North where they once dwelt.
Rank age
3D6+db crush & Some also say that a few Gorthorogs fled south and
Club, Heavy 3 50% east, all the way to Mordor, and there were bred with
knockback
Trolls by Sauron, and thus had a part in the creation
1D6+db crush &
Kick/Stomp 3 35% of the Mordor's most powerful and darkest of
knockback
creatures. Of this, not even the Wise can say for
Throw rock 1/CR 35% 2D6+ db crush certain.
Note: all weapons are of primitive make (eg, club is Now, with the rumours of a flame rekindled in
a modified tree trunk!) and designed for a (very) Angmar, there remains the danger that these
large creature to use. creatures might yet ally themselves with whatever
evil returns to that barren realm
Skills: Lore (animals) 55%, Lore (plants) 35%, Lore Gorthorogs are related to Trolls but are not
(herbs) 35%, Language (Westron) 30%, Listen Trolls themselves, and hence do not come under the
75%, Sense 60%, Spot 70%, Throw 35%. entry for Trolls in this chapter. It is perhaps more
accurate to described the Gorthorog as Half-trolls,
though with what the Trolls were bread with in order
POWERS to create this race, the Wise can only speculate.
Giant club: Giants use enormous clubs or tree These creatures stand roughly over twice as high as
trunks in combat, and specialise in sweep attacks a man but are shorter than a Cave Troll and have
(see the rules for sweep attacks on page 233 of horns on their foreheards. They are ugly vicious
Chapter Seven: Spot Rules). A giants club has hit brutes that wield maces and clubs in battle and have
points equal to 10 + number of damage modifier a cunning that belies their Troll bloodline. They are
dice. For example, the sample giant above has a however hampered in movement by their bulky size.
club with 27 HP.
Gamemaster note: These creatures are rare
indeed and have never been seen outside of the
lands of Angmar except during the Witch-kings wars
with Arnor. Gamemasters should use these creatures

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.

sparingly as very few remain in the Middle-earth


and they would be unlikely to travel out of Angmar GREAT BEASTS
unless as part of a large army in service to the Lord
of the Nazgl. Beasts of burden used by Enemy. It is not
known what type of animal the Great Beasts were
Characteristic Roll Average before being twisted into the creatures that they are
today for they are not described in the annals of the
STR 4D6+12 25-26 MOVE: 10 Wise. During the siege of Minas Tirith in the time of
CON 4D6+12 25-26 HP: 25-26 the War of the Ring, they were used to pull the
SIZ 4D6+12 25-26 Damage Bonus: battering ram Grond.
INT 2D6+3 10 +2D6 It is possible that the creature these beasts
POW 3D6 10-11 Tres Fact: 10 hail from is native to the lands of the far east of
DEX 3D6 10-11 Middle-earth, but this is uncertain. It may be that they
Hit Location Melee Points are a twisted form of the Aurochs that are native to
north-western Middle-earth. The Wise do not yet
Right Leg 01-04 5/9
know the answer to this riddle.
Left Leg 05-08 5/9 These creatures are generally docile and are
Abdomen 09-11 5/9 bred and raised by orc herders living in the Nurn
Chest 12 13/11 region of Mordor. Their temperament however is
Right Arm 13-15 13/7 stubborn and the males are known to be very ill-
Left Arm 16-18 13/7 tempered, especially in the mating season. All Great
Head 19-20 13/9 Beasts have a single large horn that extends from
their forehead. Many an orc herder has learned the
NOTE: Gorthorogs have natural 5pt armour and wear plate mail hard way at the business end of that horn, much to
armour on their chests and arms. Their skulls have thick fused the amusement of other orc herders who know to
bony exodermis plates that act as though the creature is wearing treat the creature with enough respect in order to
a plate helmet. stay alive. These beasts of burden also are good for
eating... apparently.
Strike
Percent
Weapon Damage Characteristic Roll Average
Rank age
Club, Heavy 5 85% 1D8+db crush STR 4D6+24 38 MOVE: 10
Mace 5 85% 1D8+2+db crush CON 3D6+6 17 HIT PTS: 25
1D10+3+db SIZ 4D6+24 38 Damage Bonus
Great Hammer 4 75%
crushing INT 5 5 +4D6
Note: Gorthorogs can wield a weapon in each hand POW 3D6 10-11 Tres Fact: N/A
and therefore get a minimum of two attacks each
DEX 2D6 7
combat round. All weapons are two handed
Hit Location Melee Points
normally to smaller creatures.
Right Hind Leg 01-02 4/7
Skills: Darkvision 80%, Grapple 55%, Language Left Hind Leg 03-04 4/7
(Blackspeach) 50%, Listen 55%, Sense 50%, Spot Hindquarters 05-07 4/11
85%, Throw 75%. Forequarters 08-10 4/11
POWERS Right Fore Leg 11-13 4/7
Leg Fore Leg 14-16 4/7
Berserker Frenzy: Gorthorog can become frenzied
Head 17-20 8/9
with bloodlust in the heat of battle. For every
combat round a Gorthorog is engaged in combat, NOTE: The strong bony horn on the forehead of the Great Beast
roll a D100 for the Gorthorog before combat occurs. covers most of the cranial area, giving it plate like armour
If the D100 roll is less than or equal to the creatures defence on its head.
CON, it goes berserk for that combat round. The Strike
Gorthorogs chance to hit with melee weapons Weapon Percentage Damage
Rank
increases by half its normal attack chance. Thus its @
Butt 8 50% 2D10+db crsh
75% chance to hit with a heavy club will increase by @
+38% for a total of 113% for that combat round. Trample 8 50% 2D6+db crush
The creature will be so frenzied with bloodlust that it @ 1D10+1+db
Gore 9 40%
will ignore any chance to parry or dodge. impale
@ A Great Beast cannot butt, trample and/or gore in
the same combat round, chose one attack only.

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.

derived, for the Griffin has long been living in Middle-


GRIFFIN earth.

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.

half rolled damage). Only magic and magical


weapons will do full damage to a Mewlip. MORROVAL
Skills: Listen 85%, Stealth 85%, Spot 70%, Sorcery In the First Age of the Sun, in Angband, there
100%, Tracking 70% were many creatures bred and twisted by darkness.
Amongst these creatures where the Vampires, the
POWERS
bat winged messengers of Morgoth, who where all
Magic Spells: Evoke Fear, Fog-raising, but destroyed at the fall of Beleriand. In later Ages,
Forgetfulness, Holding-spell, Misdirection, the Dark Lord Sauron attempted to rebreed from the
Spellbinding, Shadow of Fear, and Veiling Shadow. surviving Vampires a new race of these
Mewlips do not make Stamina rolls after casting abominations. The results were not as hopped for but
spells. he did succeed in creating a new race of creatures
with which to make war upon Middle-earth. These
Overwhelming Presence: The presence of a
new monsters where the Merrevail.
Mewlip is frightening. When a Mewlip is
A Morroval, in appearance, is something of a
encountered in close proximity, the characters will
cross between a bat and a mortal woman, but if the
suffer an Aura Attack (see p.214 Aura Attacks
blood of Man ever ran within its veins, it has become
Spot Rule in the BRP rulebook) at a -20% penalty
utterly corrupt and evil. These creatures are not mere
to their resistance roll attempt.
beasts, acting strictly upon instinct. They are instead
Poison: a Mewlips bite possesses a lethal poison cunning and skilful in the use of arms and carry
with a potency POT equal to the Mewlips POW. wickedly cruel looking daggers and have sharp claws
The poison will take effect within 5 combat rounds and feet. It is rumoured that they may have powers
of being bitten. Refer to Poison on p.229 of Spot beyond the mundane as well. The Merrevail dwell
Rules in the BRP rulebook. The victim will have mostly in the ruined realm of Angmar, where they
cold chills, violent shaking and nightmarish dreams were first bred. Some however now act as
for up to a week after the poison takes effect. The messengers between Mordor, Dol Guldur and
favoured trick of the Mewlip is to lunge from the Angmar in service to the Iron Crown, the Steward of
murky depths and grab a victim, biting them as they Dol Guldur and the Lidless Eye.
drag the victim into the water. If they fail to drown The Morroval roost like bats within especially
the victim, and the prey escapes, they will track it constructed lattices mounted into the cliffs and citadel
down once the poison takes effect and then drag walls of Angmar and Mordor. They patrol the night
the helpless victim into the water to drown them skies of these realms looking for intruders and swoop
there. down to attack the unweary. They hate the sunlight
and will be mostly inactive during daylight hours.
Stench of Decay: Mewlips exude a foul stench
Come nightfall however, and they take to wing
reminiscent of rotting flesh and swamp gas
seeking blood and meat to feast upon and spying out
(methane). Those who come within 10 metres of
their homelands looking for intruders. It is very rare
the creature must succeed in a Difficult Stamina roll
for a Morroval to be seen outside of the realms of
or suffer a -20% penalty to all skill rolls, including
either Angmar or Mordor for the Morroval will only
combat skills. This penalty remains for as long as
journey beyond their lands when acting as
they remain in the area of the creatures stench.
messengers.
The Stamina roll must be undertaken every time a
character re-enters the area of the creatures
stench.
Gamemaster note: Morroval are essentially
cowardly creatures and will only attack if in a superior
Undead Stamina: Mewlips need never eat or drink, numerical advantage or they feel that they have the
take only half damage from physical attacks from element of surprise. They are however aggressive
normal un-enchanted weapons, and heal all injuries predators and will attack without fear if hunger so
at five times the normal rate for that of a man. drives them. If the encounter goes ill for them
Further, Mewlips do not have Weariness Levels (if however, they will attempt to escape by flying away
this option is being used) nor Fatigue Points (if the from danger. Morroval are also used as assassins.
option is being used) and need never make All Morroval suffer a -40% penalty to all skills when in
Stamina rolls to resist weariness for any reason. direct sunlight. Heavy shade or thick cloud cover will
negate this penalty.

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.

bloodlust that it will ignore any chance to parry or


Characteristic Roll Average dodge, however if its life becomes endangered, it will
attempt to flee the combat by flying away. Once the
STR 3D6 10-11 MOVE: 10/12 fly foe is killed, the Morroval that killed the foe, or all
CON 3D6 10-11 HP: 12-13 frenzied Morroval if combat has ended, will tear into
SIZ 2D6+6 13-14 Damage Bonus: the downed foe in a horrid feeding frenzy (not a
INT 2D6+3 10 -1D4 pretty sight!).
POW 3D6 10-11 Tres Fact: 10 Poison: a Morrovals bite contains a powerful anti-
DEX 5D6 17-18 coagulant that will prevent blood clotting for a full turn
Hit Location Melee Points (25 combat rounds). Should a Morroval succeed in
Right Claw 01-04 1/5 scoring damage to hit points from its bite, the foe will
Left Claw 05-08 1/5 begin bleeding profusely losing 1 hit point per combat
Abdomen 09-11 1/5 round for a total of 25 combat rounds. This will drive
the Morroval into a Blood Frenzy (see above). Even
Chest 12 1/6
in combat the creature will try to lick the blood off the
Right Wing 13-15 1/4 victim and will attempt to take additional bites at their
Left Wing 16-18 1/4 foe. Any successful First Aid skill roll or the
Head 19-20 1/5 application of a healing potion or a healing spell will
NOTE: Morroval posses 1pt natural hide and generally dress in instantly staunch the flow of blood loss, stopping the
rags, however some very powerful Morroval and those sent as additional 1 hit point loss per combat round as the
result of this poison.
messengers may wear leather armour. Morroval generally do not
wear any armour that would prevent them from flying.
Strike Percent
Weapon
Rank age
Damage
NEEKERBREEKERS
1D6+db bleed
Bite 9 70%
+ poison (Norbog)
Claw 7 75% 1D8+db bleed
Foot Gouge 5 55% 1D8+2+db bleed Deep in the heart of the Midgewater
1D4+1+db Marshes lived a colony of creatures that seemed to
Dagger 10 75%
impaling be of cricket-kind. As Strider led the Hobbits through
the Marshes, they never encountered one of these
Note: Morroval can wield a dagger in each hand creatures, but the night air was full of the incessant
and therefore get a minimum of two attacks each neek, breek sounds they made. From these sounds,
combat round. If they are not carrying their daggers, Sam coined a name for them: the Neekerbreekers.
they can attack with each of their clawed hands. Throughout Middle-earth there are many
Alternatively they can attack with two foot gouges forms of insect; some mere annoyances, others more
per combat round by jumping in the air and dangerous, and some that are a mystery that are
hovering for that combat round. If they attack with rarely, if ever, seen. Neekerbreekers once fell into the
their clawed hands, and both claws hit the same last category. For ages, they were merely a
target, then in the next combat round they will hold distracting noise in the heart of the Midgewater
on with both their claws, doing automatic damage, Marshes, but recently a shadow has passed through
and make a bite attack. Bree-land, and they have become more aggressive
and begun to swarm.
Skills: Darkvision 80%, Grapple 55%, Language Neekerbreekers have now been seen in
(Blackspeach) 80%, Language (Westron) 80%, many different varieties and can be found across
Listen 55%, Sense 50%, Spot 85%, Track 75%. Eriador, albeit known by different names: the
relatively placid and still elusive Neekerbreeker
POWERS resides in the marshes of Bree-land, while the fiercer
Blood Frenzy: Morroval will become frenzied with Norbog populates the crags of the Ered Luin and
hunger if a Special attack success against a foe elsewhere.
causes bleeding damage. If bleeding damage is
scored against a foe, all Morroval engaged in the Gamemaster note: These little rotters can be
combat, or in sight of the bleeding wound, will a real pain. Generally, on their own they dont pose
become frenzied. Their chance to hit instantly too much of a problem. But they have a habit of
increases by half their normal attack chance. Thus swarming in large numbers and can eat their way
a 75% chance to hit with a claw will increase by through an entire wheat field in just a few hours. In
+38% for a total of 113% for the duration of the addition, when they are threatened they can burrow
combat. The creature will be so frenzied with into the ground and cover themselves within a single

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.

combat round. This can make it rather heard to kill POWERS


the little blighters because they just go to ground
Swarm: The Norbog are capable of swarming. When
and wont come back to the surface until they feel
a swarm occurs, gamemasters should completely
that any ground vibrations nearby their little dugout
ignore the statistics given for the Norbog above and
has ceased. Savvy player characters can use this
instead use the Insect Swarm creature description
to their advantage however. The Norbog, of which
and rules on pp 336-337 of the BRP rulebook. When
the Neekerbreekers are a sub-species, have been
a swarm occurs is up to the gamemaster. A savvy
known to become very aggressive when in swarms.
gamemaster may choose, for example, to allow the
It is not known if the more elusive Neekerbreekers
characters to kill several Norbog that have been
behave similarly. The statistics below are for the
threatening to devour the local townships wheat
more common varieties of Norbog (including the
crop. Just when the characters think that ridding the
Neekerbreekers) however there are larger varieties
town of the Norbog threat is going to be a piece of
of this species that have 2D6 STR and CON and
cake, the gamemaster then inflicts on the characters
grow to 1D6+1 SIZ.
a swam event. Rather than being stung as
described in the BRP rulebook, the characters would
be bitten or hit by the Norbogs horn as they swarm
Characteristic Roll Average around the characters.
STR 1D6 4 MOVE: 8/12 fly
CON 1D6 4 HIT PTS: 3
SIZ 1D3+1 2 Damage Bonus
POW 1D6 4 none@ OLIPHAUNTS
DEX
Hit Location
3D6 10-11
Melee
Tres Fact: N/A
Points
(Mumakil)
Right Hind Leg 01 3/1
Left Hind Leg 02 3/1
Oliphaunts are gigantic, dark-grey beasts
from the jungles of far-southern Middle-earth. They
R. Centre Leg 03 3/1
resemble multiple tusked elephants of huge size and
L. Centre Leg 04 3/1 are clearly related to the elephants found in the
Abdomen 05-08 3/2 savannas of Harad and the jungles of eastern
Thorax 09-10 3/2 Middle-earth. These monsters are also known as
Right Fore Leg 11 3/1 Mmakil (sing. Mmak) by the Haradrim. The term
Left Fore Leg 12 3/1 Oliphaunt comes from the Westron tongue.
Right Wing 13-14 3/1 Oliphaunts came from Southern Harad, in the far
south of Middle-earth. The Haradrim used Oliphaunts
Left Wing 15-16 3/1
in battle and put towers (called howdah) on their
Head 17-20 3/1 backs to carry the Haradrim.
NOTE: Norbog have a very thick carapace that gives them 3pt of The tusk of an Oliphaunt is deadly in combat,
armour. however their trunk can be even worse, for with it the
Strike Oliphaunt is capable of tearing trees up by their
Weapon Percentage Damage roots, seize men or beast, horse and rider, and hurl
Rank
Bite 8 35% 1D6+1 bleed them great distances. The creatures hide is nearly
impervious to arrows, spears and swords. The
Head Horn 9 30% 1D8+1 impale
creature can use its massive bulk to level all but the
strongest stone structures.
A Norbog can attack once pre round with either its Oliphaunts were once plentiful in central and
pincer bite or attack with its sharp horn on its head southern Harad, particularly in Haradwaith. However,
Some sub-species varieties of Norbog do not as men spread across the land, the forests that were
possess the head horn. home to the Oliphaunts were felled, and they became
more and more rare. By the Third Age, virtually no
@ A Norbogs Damage Bonus is -1D6, however the Oliphaunts were left in the wild, though they are still
creatures attacks do not factor this reduction when kept as domesticated creatures in the southern
calculating damage. This is deliberate as the insect lands, Harad in particular.
would do negligible damage if its damage bonus In Haradwaith, Oliphaunts are used both as
was added to the attack. Gamemasters should feel beasts of burden and as weapons of war. They help
free to add this back into the creatures attack, but speed construction projects one Oliphaunt can haul
hey, everyone deserves a chance in life and the more stones in a single day than a hundred slaves in
Norbogs are no less deserving! a week and move goods from city to city. In battle
Oliphaunts often have wooden war towers strapped
Skills: Listen 55%, Spot 45%, Track 40% to their backs, from which the soldiers of Harad can

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.

There they used their skills as smiths to craft


ORCS weapons of siege and war for the coming conflict with
Rohan.
In the First Age, Morgoth ensnared and Orcs have tough, leathery or scaly skin,
imprisoned many Elves. These poor souls were blackish or greenish in colour. Their noses, flat and
slowly tortured and corrupted, enslaved to the Dark keen, allow them to track by scent. Their blood is
Ones will. Thus the race of Orcs came to be, made black, and the nails on their hands are a strong as
in mockery of the Elves and forever-after their claws. They have great endurance and can run
bitterest enemies. But the Orcs also loathed the swiftly for long distances if they must. But most are
Master they served in fear, hating him for inflicting lazy, preferring the easiest method of accomplishing
upon them such unending misery. any task. Orcs despise the sun and its painfully bright
Morgorh used Orcs as soldiers, sending light, but their eyes can see as well at night or in dark
them in great numbers against the armies of the tunnels as Men can in the light. Their eye colour
Eldar. He continued to breed them in his stronghold tends towards blood red or bright yellow pupils that
in Angband, continually replacing the fallen with almost seem to glow in the dark. Just like a cats
more and more of the hateful creatures, until the eyes, Orc eyes reflect any light shone into them.
Elves were overwhelmed. Many Orcs were slain at After the First Age, the race of Orcs diverged
the end of the First Age. The remainder fled into the into a number of different breeds. In the mountains,
mountains and forests of Middle-earth, where they particularly in the North including their strongholds
slowly developed into separate tribes and breeds. at Gundabad and Mount Gram-Orcs tend to be taller
In the Second Age, Orcs came under the and stronger, though not so much as Uruks on either
dominion of Sauron. By the power of these vast count. Orcs from more southerly regions and from
armies, the servant of Morgoth quickly became the Mordor tend to be shorter and broader, with crook-
Dark Lord of Middle-earth. The defeats Sauron legs and longer arms.
suffered at the end of the age, however, were Orcs favour the scimitar as a weapon, though
caused in part by the innate untrustworthiness of they use other swords and daggers sometimes in
the Orcs, and so he resolved to improve the breed. saw-toothed varieties as well. Their weapon blades
The Orcs of the early Third Age were are black and often poisoned. Larger Orcs
located primarily in the Grey Mountains and Misty sometimes prefer spears and axes. Orc-arrows are
Mountains, where their main stronghold was short and black with black fletching. Orcs wear heavy
Gundabad. Within the mountains they carved and clumsy Orc-chainmail or laminar armour, or they
massive complexes of tunnels and caverns, for wear armour scavenged together from those they
though the Orcs cannot create things of beauty, have killed. Orkish skin is tough and leathery and so
they are skilled with their hands. They became as offers some natural protection against the weapons
adept at mining as the Dwarves. Other Orcs, of their foes.
especially those tribes that lived in the forest of
Mirkwood, came into the service of the Gamemaster note: The various Orkish races
Necromancer of Dol GuIdur. differ a bit from the other creatures in this chapter, as
In TA 2480, after the Dwarves were they are a proper race that can be played as player
expelled from Moria, Orcs settled in the great vaults characters if the gamemaster wishes to run a
and halls of the Dwarrowdelf. The Dwarves could campaign where the characters are all creatures of
not abide such foul creatures living in their ancestral the Shadow. Orcs of many breeds infest Middle-earth
home, and a series of expeditions to retake Moria with their corruption but each of the following statistic
followed. All were ill-fated. blocks describes a typical example of the main four
Over 750 years later, in TA 2747, the breeds. Each block should be considered as a
Goblin Golfimbul led an invasion into the Shire. At starting template. Orc-Chieftains, Captains, Trackers,
the Battle of Greenfields, the Hobbit Bandobras Champions, Shamans, Sorcerers, Necromancers,
Took slew Golfimbul, knocking his head clean off skilled Warriors and so forth are more advanced than
into a rabbit hole, and routed his forces (also their standard and more common brethren. The
coincidently creating the Hobbit game of golf). In statistics below are for the raw recruits that can be
the Battle of the Five Armies, Bolg son of Azog found amongst the Orc tribes, representing those
commanded a great host of Orcs and Wargs that Orcs who have just reached adulthood.
was defeated by the combined might of Men, Elves, If gamemasters wish to reflect the regional
and Dwarves. Three parts of the Orcs of the North differences between individual tribes of Orcs or
perished in that battle, curtailing Orc-depredations Goblins, they should use the templates below and
in that part of the world for several decades. modify them as they see necessary to fit the
At the end of the Third Age, prior to the War descriptions of Orcs belonging to the various tribes
of the Ring, the Orcs again rose in great numbers. scattered across Middle-earth.
In addition to serving Sauron, Saruman the White
gathered a tribe of these foul creatures to Isengard.

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.

Racial Traits: All Orcs share the following COMMON ORC


racial traits in common. Whether being played by
player characters or used as creatures, Orcs gain (Yrch, sing. Orch)
access to the following innate abilities.
Curse of Daylight: All Orcs and Goblins, when This is the standard and original breed of
outdoors in bright sunlight, suffer a -20% penalty to Orc, twisted and tormented by the Dark Powers into
all perception based skills. This is generally the the wretched race it remains today. They hate all
reason why Orcs sleep during daylight hours, things of beauty and have a deep and abiding hatred
although they need rest only once every three days. for Elves most of all.
In most darkness outdoors and in dimly lit tunnels
Orcs can see 15 meters perfectly and fairly well up Characteristic Roll Average
to 30 meters. In absolute darkness, they can see up
to 3 meters. The Uruk-hai and Half-orcs are not STR 3D6+3 13-14 MOVE: 10
adversely effected by daylight and do not suffer a CON 3D6 10-11 HIT POINTS: 11
penalty to their perception based skills. SIZ 2D6+4 11 Damage Bonus
Hard March: All Orcs, including goblins, have great INT 3D6 10-11 +1D4
endurance and can run swiftly for long distances if POW 3D6 10-11 Tres Fact: 12
they must. Orcs can maintain a forced run or march DEX 3D6+3 13-14
for many hours before requiring a breather. As such APP 1D6 3-4
they do not suffer Fatigue Point loss (if this optional Hit Location Melee Points
rule is being used) or lose Weariness Levels (if this Right Leg 01-04
#
2 /5
optional rule is being used) when running/marching Left Leg 05-08
#
2 /5
anytime under two hours duration. If they continue #
Abdomen 09-11 2 /5
to run/march, for every hour after the first two hours #
of running/marching, they will lose 1 Weariness Chest 12 2 /6
#
Level or 1 Fatigue Point per hour, depending upon Right Arm 13-15 2 /4
#
which optional system is being used. Left Arm 16-18 2 /4
#
Untrustworthy: Orcs, including goblins, trust none Head 19-20 2 /5
but themselves. They fear and respect power only NOTE: armour points shown are for natural armour and do not
and thus will follow only the most powerful of their take into account any other armour worn.
kind, even though they will despise that leader, Strike
hating him and would stick a knife in his back if the Weapon Percentage Damage
Rank
chance arose. Only the Uruk-hai have an innate Orc Comp. 1D8+1+db*
loyalty to one another, a sense of camaraderie that 3 25%
Bow impale
only a band of warriors can have, but they look
+1* impale
down upon and despise the lesser Orcs, viewing Orc Arrow - -
+ poison
them as weaker and worthy only for menial tasks
and as arrow-fodder in times of war. Scimitar 8 45% 1D8+1+db bleed
Spear (1H) 5 35% 1D6+1+db imp
Orc Dagger 8 45% 1D4+db impale
#
All Orcs possess natural leathery 2-point skin. They
also wear any armour they can get their hands on but
usually wear composite armour similar in fashion to
chain or ring mail. They will wear any decent armour
scavenged from foes. They often carry medium sized
shields as well.

* Orkish darts, bolts and arrows are of cruel design


and purposed to cause as much harm as possible. 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 composite bow
will do 1D8+1 damage with any standard arrow,
however, if an Orc arrow is fired from the bow, the
damage will become 1D8+2. Orkish darts, bolts and
arrows will usually have a poison potency (POT) of
2D6.

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.

Skills: Appraise 50%, Brawl 50%, Craft


COMMON GOBLIN
(blacksmithing) 45%, Darkvision 40%, Dodge 40%,
Grapple 45%, Knowledge (Orkish) 75%, Language Goblins are the most diminutive breed of
(Blackspeech) 80%, Language (Westron) 70%, Orc but are deadly in large numbers. Goblins tend to
Listen 45%, Repair (weapons and armour) 35%, shuffle and hop along rather then walk. They are
Spot 45%, Sorcery 60% (Orc Sorcerers only), generally green skinned and have bright yellow eyes.
Status 35%, Throw 35%.
POWERS Characteristic Roll Average
Magic: Generally only Orc Shamans, Sorcerers or STR 3D6 10-11 MOVE: 9
Necromancers know any spells but very CON 3D6 10-11 HIT POINTS: 9
experienced orcs may learn any spells from any SIZ 2D6 7 Damage Bonus
Spell Speciality except Secret Fire.
INT 3D6 10-11 none
POW 3D6 10-11 Tres Fact: 12
DEX 3D6+3 13-14
APP 1D6 3-4
Hit Location Melee Points
#
Right Leg 01-04 2 /3
#
Left Leg 05-08 2 /3
#
Abdomen 09-11 2 /3
#
Chest 12 2 /4
#
Right Arm 13-15 2 /3
#
Left Arm 16-18 2 /3
#
Head 19-20 2 /3
NOTE: armour points shown are for natural armour and do not
take into account any other armour worn.
Strike
Weapon Percentage Damage
Rank
Orc Comp. 1D8+1+db*
3 25%
Bow impale
+1* impale
Orc Arrow - -
+ poison
Scimitar 8 45% 1D8+1+db bleed
Spear (1H) 5 35% 1D6+1+db imp
Orc Dagger 8 45% 1D4+db impale
#
All Goblins possess natural leathery 2-point skin.
They also wear any armour they can get their hands
on but usually wear composite armour similar in
fashion to chain or ring mail. They will wear any
decent armour scavenged from foes. They often
carry small and medium sized shields as well.

* Orkish darts, bolts and arrows are of cruel design


and purposed to cause as much harm as possible. 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 composite bow
will do 1D8+1 damage with any standard arrow,
however, if an Orc arrow is fired from the bow, the
damage will become 1D8+2. Orkish darts, bolts and
arrows will usually have a poison potency (POT) of
2D6.

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.

Skills: Appraise 50%, Brawl 50%, Craft


(blacksmithing) 45%, Darkvision 40%, Dodge 40%,
URUK-HAI (sing. Uruk)
Grapple 45%, Knowledge (Orkish) 55%, Language
(Blackspeech) 80%, Language (Westron) 70%, The Uruk-hai differ from normal or lesser
Listen 45%, Repair (weapons and armour) 35%, Orcs in the following ways: they stand 5-6 feet tall;
Spot 45%, Sorcery 60% (Goblin Sorcerers only), they have a more human appearance, despite their
Status 35%, Throw 35%. Orkish cat-like eyes, fang-teeth, and black/grey
POWERS hides; they have longer, stronger, and straighter legs;
they are intelligent and cunning; and despite their
Magic: Generally only Goblin Shamans, Sorcerers preference for darkness, they operate freely and
or Necromancers know any spells but very without penalty in daylight.
experienced orcs may learn any spells from any
Spell Speciality except Secret Fire.
Characteristic Roll Average
STR 3D6+6 16-17 MOVE: 10
CON 3D6+3 13-14 HIT POINTS: 14
SIZ 3D6+3 13-14 Damage Bonus
INT 2D6+6 13 +1D4
POW 3D6 10-11 Tres Fact: 14
DEX 3D6+3 13-14
APP 1D6+1 4-5
Hit Location Melee Points
#
Right Leg 01-04 2 /5
#
Left Leg 05-08 2 /5
#
Abdomen 09-11 2 /5
#
Chest 12 2 /6
#
Right Arm 13-15 2 /4
#
Left Arm 16-18 2 /4
#
Head 19-20 2 /5
NOTE: armour points shown are for natural armour and do not
take into account any other armour worn.
Strike
Weapon Percentage Damage
Rank
Orc Comp. 1D8+1+db*
3 45%
Bow impale
+1* impale
Orc Arrow - -
+ poison
Scimitar 8 50% 1D8+1+db bleed
Spear (1H) 5 45% 1D6+1+db imp
Orc Dagger 8 55% 1D4+db impale
#
All Uruks posses natural leathery 2-point skin. They
also wear any armour they can get their hands on but
usually wear composite armour similar in fashion to
chain or ring mail. They will wear any decent armour
scavenged from foes. They often carry small and
medium sized shields as well.

* Orkish darts, bolts and arrows are of cruel design


and purposed to cause as much harm as possible. 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 composite bow
will do 1D8+1 damage with any standard arrow,
however, if an Orc arrow is fired from the bow, the
damage will become 1D8+2. Orkish darts, bolts and

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.

arrows will usually have a poison potency (POT) of


2D6.
HALF-ORC
Skills: Appraise 50%, Brawl 50%, Craft There are few tales more frightening in all of
(blacksmithing) 45%, Darkvision 40%, Dodge 40%, Eriador than those of the Orcs and Goblins that strike
Grapple 45%, Knowledge (Orkish) 75%, Language from the shadows against the Free Peoples of
(Blackspeech) 80%, Language (Westron) 70%, Middle-earth. Many believe these are simply tales of
Listen 45%, Repair (weapons and armour) 35%, fancy, spun by storytellers to keep children safely
Spot 45%, Sorcery 60% (Uruk Sorcerers only), within their homes at night for fear of being gobbled
Status 35%, Throw 35%. up in the darkness.
Those who have travelled to distant lands do
POWERS not dismiss such tales, however, for Orcs and their
Magic: Generally only Uruk-hai Shamans, cruel deeds are not the stuff of children's tales; they
Sorcerers or Necromancers know any spells but are all too real, and recent news from places north
very experienced orcs may learn any spells from and east tell of vast armies of these horrifying
any Spell Speciality except Secret Fire. creatures preparing once again for an assault on the
good people of the land.
Even more disturbing, however, are rumours
of the Half-orcs: creatures with the blood of both Man
and Orc, capable of walking nearly unnoticed among
the Free Peoples, looking like a Man of the South,
with features that only hint at their monstrous blood.
In addition, these half-breeds can travel in full
sunlight with no ill effects. It is said that these Half-
orcs are within the borders of Eriador even now,
living amongst the folk of Bree-land and even
wandering in the peaceful Shire.
The origin of the Half-orc is not clear, but
thankfully they are few in number. Some surmise that
they are the result of experimentation by Saruman
the White. Though none can say why a Wizard of the
great order that includes Gandalf the Grey and
Radagast the Brown would turn to such vile pursuits.
Others believe Half-orcs have an ancient origin, and
have been living throughout Middle-earth since days
long past.
Half-orcs are particularly effective as spies in
Eriador, as Sarumans Half-orcs have Dunlending
blood and the Half-orcs of Angmar hale from Hillman
stock. As such, some of these foul breed are capable
of blending into these societies, living and working in
and around the townships and villages of Eriador.
Few suspect their allegiance is to the Dark Powers
and their mission is to spy on the Free Peoples
around them, with whom they live and work, helping
to plot their downfall.
Half-orcs are akin to Urul-hai, but look more
like dark skinned men. With those that blend into
Mannish societies, their skin pigmentation and their
eyes are the only external features that may alert the
wary to the creatures true origin. These and the fact
that their blood is black, betraying their true
parentage.

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.

Necromancers to sacrifice captured warriors from


ORC GHOUL other tribes that are in conflict with his own tribe, in
order to use the bodies of these captured Orcs for
Orc Necromancers have been known to this horrible process.
reanimate the dead champions of their tribe by
binding a weak Fell Spirit into the corpse of the Characteristic Roll Average
deceased. This Orc Ghoul is something more than
a zombie, sharing qualities similar to a Mewlip or STR 3D6+3 13-14 MOVE: 8
Wight. The creatures bound spirit reanimates the CON 3D6 10-11 HIT POINTS: 11
corpse, reactivating the bodily functions within the SIZ 2D6+4 11 Damage Bonus
deceased. Therefore the Orc Ghoul requires INT 1D6 3-4 +1D4
nourishment in order to maintain the reanimated POW @ 10-11 Tres Fact: N/A
flesh and organs of its body. Often this nourishment DEX 3D6+3 13-14
is derived by the Ghoul feasting on the bodies of
APP 1D2 1
the dead, but they will try to eat the living as well
Hit Location Melee Points
(the living are just harder to catch)! By this #
behaviour the Orc Ghoul is able to stave off the Right Leg 01-04 2 /5**
#
effects of decomposition, but the creature will still Left Leg 05-08 2 /5**
#
appear very much zombie-like, with its glowing Abdomen 09-11 2 /5**
#
eyes disclosing the presence of the Fell Spirit Chest 12 2 /6**
inside the corpse. Right Arm 13-15
#
2 /4**
The Ghoul retains only the most basic Left Arm 16-18
#
2 /4**
instincts possessed by its former owner, those of #
Head 19-20 2 /5**
hatred and violence, losing almost all of the original
owners INT and memory. Orc Necromancers use NOTE: armour points shown are for natural armour and do not
these Ghouls as servants, for the Fell Spirit is take into account any other armour worn.
bound to the will of the Necromancer, using them Strike
as bodyguards or as servants of terror and Weapon Percentage Damage
Rank
bloodshed. Once the Fell Spirit is bound to the Orc Comp. 1D8+1+db*
corpse to animate it, the spirit loses its own sense 3 55%
Bow impale
of awareness, becoming limited to what the rotting +1* impale
brain and sense organs of the corpse can glean Orc Arrow - -
+ arrow poison
and process about the environment around it.
Scimitar 8 75% 1D8+1+db bleed
Only the best fallen warriors will be
animated by the Necromancer as the creatures Spear (1H) 5 65% 1D6+1+db imp
capacity to learn is limited and the Necromancer Orc Dagger 8 75% 1D4+db impale
must rely on what combat experience still lies within 1D6+db bleed
Bite 9 70%
the rotting brain of the Ghoul. +poison
The process of creation of the Orc Ghoul Claw 7 60% 1D8+db bleed
isnt foolproof however and it is not unknown for the
Fell Spirit conjured by the Necromancer to remain An Orc Ghoul can attack with two claws and a bite in
fully cognisant once bound to the Orc corpse. The a single combat round when it is not using melee
Necromancer has then been known to become the weapons in combat. Usually the Ghoul will rely on
first meal of the newly formed creature. weapons, using claws and its bite if there is no other
If the Orc Ghoul is killed the Fell Spirit method of attack, or the target is open to being bitten
becomes freed from its imprisonment within the (eg target is prone).
corpse and will usually fade into the spiritual realm,
however sometimes the Fell Spirit remains to attack @ The POW of an Orc Ghoul is the same as the
its slayer (see the entry of Spirits for more about weak Fell Spirit that animates it. Normally this is
Fell Spirits). Once the creature is killed, the corpse 2D6+6 but may be greater if the Necromancer
will rapidly decompose and within the matter of an inadvertently conjures up a more powerful Fell Spirit
hour or two, the body will have liquefied and all that to attempt to bind to the corpse. Assume a POW of
will be left is the skeleton. 2D6+6 in most cases however.
Thankfully the process of creation of one of
#
these horrors is time consuming and the All Orcs possess natural leathery 2-point skin and
Necromancer requires the body to be relatively so the Orc Ghoul has this same defence. They also
recently deceased in order to prevent organ wear any armour they are given by their
breakdown from becoming too well advanced. This Necromancer master.
limits the Necromancers opportunity to create such
a vial horror. It is not unknown however for Orc

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.

Skills: Dodge 45%, Hide 90%, Jump 55%, Listen


SABRE-TOOTHED 75%, Sense 80%, Spot 85%, Stealth 75%, Track
CAT 70%.

The Lossoth call the Sabre-toothed cat


Kilpa-kita. It is a savage hunter of the Northern
Waste and the lands around the Ice Bay of
SEA SERPENT
Forochel. Kilpa-kita primarily hunts seals and young
mammoths as well as the woolly northern Auroch.
The Wise do not know for certain how the
Most Kilpa-kita have thick white fur making them Sea Serpents came into being, but mariners myths
ideal for stalking their prey in those snowy lands. point to two origins. Some believe that the Black
The Lossoth respect the Kilpa-kita for their Enemy created the Sea Serpents when he made the
strength and elegance and it is a great testament to Dragons and that both are akin to the other. Still
a warriors strength to face one of these creatures others contest that the Sea Serpents were once
down single-handedly and bring its pelt back to the Dragons themselves. They believe that they survived
tribe. Some Lossoth have been known to tame the fall of Beleriand and adapted to life within the
Kilpa-kita, but these predators do not lend ocean.
themselves well to domestication. The Wise will point out however that the Sea
Travellers to the Northern Waste and Serpents had long afflicted the Elven mariners who
Forochel are well advised to be weary of these lived on and sailed the coasts of Beleriand and so the
predators, for they have been known to hunt in Sea Serpents existed before its fall. The Wise have
prides. One Kilpa-kita is dangerous enough, but correctly guessed that the Sea Serpents are indeed
facing several at once is a sure way to meet ones akin to Dragons and were a side experiment in the
death in these unforgiving climes. breeding of the Drakes and Dragons.
Sea Serpents have a similar head to that of
Dragons and their body size is roughly the same as
Characteristic Roll Average that of the Cold-drakes. For the most part, they feed
STR 3D6+12 22-23 MOVE: 12 of whales, giant octopus and Sea-Kraken, though
CON 3D6 10-11 HIT PTS: 14 they themselves are as likely to be a Sea-Krakens
SIZ 3D6+6 16-17 Damage Bonus lunch as the converse.
Sea Serpents are bestial by nature and like
INT 5 5 +1D6
the Cold-drakes, lack true intelligence. The Wise
POW 3D6 10-11 Tres Fact: N/A believe that there may also be a fresh water species
DEX 2D6+12 19 of the Sea Serpent but are uncertain whether the
Hit Location Melee Points sightings of such creatures are actually Water Wyrms
Right Hind Leg 01-02 2/4 instead. Non who have witnessed these creatures, if
Left Hind Leg 03-04 2/4 they survive the encounter, are ever willing to get a
Hindquarters 05-07 2/6 closer look at these beasts again.
Forequarters 08-10 2/6 Mariners tales speak of these creatures
rearing up out of the deep and attacking ships,
Right Fore Leg 11-13 2/4
seizing sailors off the deck or rigging and dragging
Leg Fore Leg 14-16 2/4 them into the depths never to be seen again. There
Head 17-20 2/5 are even tails of these creatures being of such a size
NOTE: Saber-toothed cats have natural 2pt fury hides. as to rival the mighty Sea Kraken. Such serpents
Strike have overturned boats and then feasted on the
Weapon Percentage Damage hapless sailors tossed into the ocean.
Rank
1D10+db As with all tails however, there are very few,
@
Bite 12 65% if any witnesses who live to tell the story of their
impale
@ encounters with a Sea Serpent. Occasionally, when
Claw 7 75% 1D8+db bleed
@ the storms batter the coasts of Middle-earth, the
Ripping 1 80% 2D8+db bleed ocean reveals its secrets and a decomposed body of
@
a creature that might be a young Sea Serpent gets
Kilpa-kita get two simultaneous claws and one washed ashore. Few people are willing to examine
bite attack each combat round. The bite comes 5 these corpses closely as there is much fear and
Strike Ranks after the claw attacks. If both claws superstition that surrounds the Sea Serpents.
successfully strike the target, the Kilpa-kita will
hang on and rip with its hind claws on the next
combat round while continuing to bite, gaining a
free attack for its bite that next combat round also.

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.

Characteristic Roll Average


SHADE
STR 20D6 70 MOVE: 12 swim Not all the deeds of men are valorous. Nor
CON 10D6 35 HIT POINTS: 70 are all valorous deeds finished before men of valour
SIZ 30D6 105 Damage Bonus: fall in battle. The Wise know of many such tales
INT 5 5 +10D6 where men, and sometimes Elf or Dwarf, have not
POW 3D6 10-11 Tres Fact: N/A fully passed from the land of the living at the time of
DEX 3D6+3 16-17 their death. When this has happened, the part of the
Hit Location Melee Points persons spirit still trapped in the physical realm
becomes known as a Shade.
Tail 01-02 10/24
Shades are different from Ghost in that a
Body 11-14 10/29 ghost is usually either a self-aware memory, or it is a
Head 19-20 10/24 conjuration by some other power used to deceive the
NOTE: Sea Serpents have natural 10pt scaly skin. living. A ghost exhibits intelligent actions and even
Strike interaction with its surroundings, but it itself is not
Weapon Percentage Damage intelligent. Shades on the other hand are a spiritual
Rank
Bite 10 85% 1D10+db bleed imprint of a once living person, formed into being at
# the time of that persons death. They are a vestige,
Tail Swipe 8 60% 5D6 crushing
# an imprint or copy of the person, but not the soul or
A Sea Serpents tail swipe is handled as a sweep spirit of the person themselves. They are brought into
attack, as described in the spot rules for Sweep being, usually, because of what was left unfinished.
Attacks on page 233 of Chapter Seven: Spot Before the Shade can dissipate from the physical
Rules of the BRP rulebook). realm, it must finish what was left undone or attempt
to make amends for what was not done in the life of
Skills: Hide (in water) 80%, Listen 40%, Spot 70%, the one it was formed from.
Sense 80%, Track 60% The Shade will sometimes have the
POWERS appearance in life of the person that it was once a
part of, however it is more common that the Shade
Cold Blooded Healing: Due to their cold blooded appears as the rotten body and bones of that person,
metabolism, Sea Serpents have a slow rate of still dressed in the clothes or armour being worn at
natural healing. A month after being injured, a Sea the time of death when the Shade was spawned.
Serpent recovers 2 Hit Points per damaged location The Wise also know that at times servants of
per month (or just 2 Hit Points per month if the the Shadow have forced the creation of a Shade at
optional hit location system is not being used). the time of death of a person, when that person was
Overwhelming Presence: The sight of a Sea under great duress or pain. The Shadow has used
Serpent is frightening, overpowering and awe the many conflicts that have raged across Middle-
inspiring to say the least. When a Sea Serpent is earth to create such Shades from the dying men who
encountered in close proximity, the characters will fought in those battles. Such shades are twisted
suffer an Aura Attack (see p.214 Aura Attacks vestiges of the person they were spawned from and
Spot Rule in the BRP rulebook) at a -20% penalty their purposes are only malignant. The Fields of
to their resistance roll attempt. Fornost is one such battlefield where the dead are
not silent sleepers.
When the Shades purpose has been
accomplished it will fade from Middle-earth. The
person it was spawned from has already long since
departed and the Shade is only an imprint of that
person, and echo. Once the Shade fades or
dissipates from the physical plane, it is gone forever.

Gamemaster note: Shades possess true


intelligence and have their own POW. The INT that
the Shade has will be the same for the INT of the one
from which it was spawned, complete with their
memories, as the Shade is an echo of that dead
person. Shades will appear to have SIZ as well,
being the same SIZ as the one from which they were
spawned.

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.

and dissipate from the physical realm never to return.


Characteristic Roll Average Incorporeal: Shades are immaterial, and are not
STR N/A N/A MOVE: equal to subject to the limitations of the physical beings nor
CON N/A N/A POW can they take physical damage.
SIZ N/A N/A HP: none Other Powers: In addition to Shade combat, a
@
INT 2D6+6 13-14 Damage Bonus: Shade may have powers suited to its former
POW 4D6 14 none existence and role in the setting, or to the being that
DEX N/A N/A Tres Fact: var. created it. Traditional powers for Shades, that can be
found in the Powers Chapter of the BRP rulebook
Hit Location Melee Points
include psychic powers such as Cryokinesis, Mind
Blast, Mind Control, Pyrokinesis, Telekinesis, or
Shades have no hit points nor do they possess super powers such as Drain, Energy Control,
armour Invisibility, Teleport, and even Weather Control. All
these powers will need to be held within the context
Strike Percent of Middle-earth. At the gamemasters discretion,
Weapon Damage
Rank age Shades may or may not be vulnerable to powers
POW vs 1D3 current such as magic, sorcery, or psychic powers, though it
Shade combat 1
CON CON is suggested that if they are able to attack the living,
the characters have some means of fighting back or
@ A Shades INT will be the same as the person banishing them.
from which it was spawned. In the case of a human,
this is 2D6+6.

Skills: as per the person from whom it echoes.


POWERS SICKLE-FLY
Chill: The air will always be noticeably chilled when
a Shade is present or about to manifest itself. Even Sickle-flies are one of those wonders of
on a warm summers day, the air will become cold nature that show that Eru has provided a way to keep
and chilled and both people and animals will sense the spread of evil in check. The life-cycle of the
a foreboding and dread or even fear. In game Sickle-fly, like all flies and wasps, involves a larval
terms, this will amount to no more than the stage. The larvae of the Sickle-fly are quite large, so
gamemasters telling the characters that the air has too in fact are the adult Sickle-flies. In order to
suddenly grown cold and that their characters are provide for their hungry offspring the Sickle-fly has
feeling uneasy or even have a sense of dread about found an ever present source of food, that of Giant
that place they are located. If the gamemaster feels Spiders. In fact, wherever Giant Spiders can be
it is appropriate then they could also use an Aura found, so too will be the Sickle-fly.
Attack (see p.214 Aura Attacks Spot Rule in the Sickle-flies have an extendable abdomen that
BRP rulebook). ends in a long sickle shaped sting (hence the reason
for their name). The Sickle-fly will engage a Giant
Shade Combat: Shades can attack in Shade Spider in what the Wise call the Dance of Death.
combat, consisting of their POW verses the targets The Sickle-fly attacks the spider taking it on head to
CON on the Resistance Table. This will appear as if head, wrestling with it. The Sickle-fly will attempt to
the shade is attacking the target with its weapons or lift up the front of the spider so that it can thrust its
hands. If the Shade overcomes the targets CON, abdomen under it and strike upwards with its sting.
the target must pass a Stamina Roll or suffer the The spider will then become paralysed. At that time
loss of 1D3 current CON. More powerful Shades the Sickle-fly will drag off the spider to its nest where
may drain 1D6 CON (or even more) and the target it will lay a single larva inside the paralysed spider.
may be required to pass a Difficult Stamina Roll. The larva will then feast upon the meal provided for it
For the target to fight back however, they must by its parent. When the larva is ready, it will pupate
match their POW verses the Shades POW on the inside the husk of the eaten out spider. After pupation
Resistance Table. If the character succeeds in an adult Sickle-fly will burst free from the spider husk
overcoming the Shade in a POW vs. POW and go forth to repeat the process.
retaliation, the Shade will lose 1D3 POW. The Adult Sickle-flies do however pose a threat to
Shade will always attack its targets CON however people as they are a very aggressive insect. Though
as its form of attack is actually a fear shock not normally given to attacking people, it is not
attempting to cause systemic shock to the target. If unknown for a Sickle-fly to become enraged by the
the targets CON is reduced to 0 they die. If the presence of a person and attack them. If the outcome
Shades POW is reduced to 0, it will be destroyed goes afoul for the person, the Sickle-fly will usually
paralyse the person, but then leave them to die in the

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.

Characteristic Roll Average


STR
CON
4D6
3D6
14
10-11
MOVE: 8/12 fly
HIT PTS: 11
SKELETONS
SIZ 3D6 10-11 Damage Bonus
+1D4@
The most basic practice of Necromancy
POW 3D6 10-11
involves the reanimation of the bones of the
DEX 2D6+12 19 Tres Fact: N/A
deceased. Necromancers have been practicing this
Hit Location Melee Points art for centuries and every adept Necromancer learns
Right Hind Leg 01 3/3 this form of sorcery. Orc and Angmarim
Left Hind Leg 02 3/3 Necromancers are well known for this art as are the
R. Centre Leg 03 3/3 Necromancers who live in Dol Guldur, taught by the
L. Centre Leg 04 3/3 Necromancer himself. There are also Shaman
Abdomen 05-08 3/5 Necromancers in Harad and the eastern Middle-earth
who practice this abomination.
Thorax 09-10 3/5
Right Fore Leg 11 3/3
Gamemaster note: The Skeletons in
Left Fore Leg 12 3/3 Middle-earth are identical to those found in the BRP
Right Wing 13-14 3/3 rulebook on p.346. Use the statistics provided there.
Left Wing 15-16 3/3 They are the basic form of Skeleton, ie reanimated
Head 17-20 3/4 human, Elven, Dwarven, Hobbit or Orc bones. They
NOTE: Sickle-flies have a very thick carapace that gives them are animated through necromantic sorcery and are
3pts of armour. often set to act as sentinels over locations such as
tombs, ruins and caves, for they make poor soldiers
Strike in battle.
Weapon Percentage Damage
Rank
Bite 8 35% 1D6+1 bleed
1D8+1 impale
Sting 3 70%
+poison SPIDERS
A Sickle-fly can attack with both its bite and its sting
in a single combat round. The great Spiders of Middle-earth differ from
their tiny natural cousins. The tiny spiders (those that
@ A Sickle-flies sting is perfectly designed to grow to no more than centimetres in length and have
exploit the weak spots within a spiders carapace; a leg-span of no greater than a foot) are all natural
as such it doubles its damage bonus when stinging and have their place within the natural order of
a Giant Spider. things. The great Spiders, on the other hand, are all
descended from Ungoliant, that ancient, spider-like
Skills: Listen 55%, Spot 65%, Track 70% demon of unceasing hunger and lust. All great
Spiders share their ancient mothers passions to feed
POWERS
and they care little for the struggles of the outside
Poisonous Sting: A Sickle-fly will inject its poison if world, seeking only to fill their bloated abdomens with
its sting attack pierces armour. The poisons POT is the hapless victims and creatures they capture in
equal to the Sickle-flies CON. A target injected with their webs.
the poison must make a resistance roll matching All great Spiders are nimble creatures who
their CON against the poisons POT on the care only for hunting and feasting on the juiciest of
Resistance Table. If they succeed, they are not meats; Men, Elves, Dwarves, Hobbits and Orcs.
paralysed but will receive 1D3 damage to their Their hunger knows no bounds and they will even
current CON (this will heal at the rate of 1 current turn on and eat each other if their hunger drives
CON point per day). If they fail the resistance roll them. Their eight legs are long and slender, perfect
they will be affected by paralysis over the next Turn for scuttling through deep caverns and gloomy
(25 combat rounds). Paralysis is permanent, the forests in search of prey, or for lying in ambush within
character can still breath however. A Healing spell the tree canopy waiting for some unsuspecting prey
or potion, or any form of poison mitigation spell or to wander below them before they pounce. At night,
potion will prevent paralysis or bring someone with their eyes glow like pale, bulbous orbs, offering scant
paralysis back to normal health immediately. A warning to their intended victims of the threat that
critical success in first aid will also prevent paralysis lays in wait for them.

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.

Spiders prefer dark, gloomy areas in which


to spin their sticky webs and nest. Many lurk within
LESSER SPIDERS
caves and some dig burrows and tunnels from
which they scuttle or pounce forth to ambush The Lesser Spiders of Middle-earth are the
passersby. Others lurk under the eaves of ancient most diminutive variety of the great Spiders and grow
forests like Mirkwood. There they spin cobwebs to to a leg span of between 2 to 3 metres. Unlike their
shut out the sunlight and webs to snare their prey. bigger cousins, these Spiders are bestial only and
While great Spiders move across their webs with lack true intelligence. This has led the Wise to believe
ease, other creatures quickly become entangled in that they are the most degenerated form of the
the sticky filaments and are soon at the mercy of greater Spiders. As they are also the most numerous
the spider. variety of the greater Spiders, the Wise believe this
Despite their lust for food, giant Spiders also shows that the species as a whole is regressing
have learnt that there is a greater chance to or de-evolving. This is pure speculation only. Lesser
succeed in filling their bloated abdomens if they Spiders can be found as orb weavers and as ground
work together than on their own. With the exception dwelling Trap-door and Wolf-spider sub-species.
of the Trap-door varieties of the giant Spiders and They can also be found living alongside their Greater
some lone ground hunting Wolf-spiders, all orb Spider cousins, who will rule over them and force
weaving great Spiders (ie those that spin webs to them to do their dirty work. Lesser Spiders are also
capture their food) live together in communal nests likely to become food for the Greater Spiders during
of anywhere up to several dozen or so Spiders. times where there is a lack of good hunting.
This makes for a very dangerous situation when
confronting a nest of Spiders. Gamemaster note: These are the most
Spiders are, on the whole, a divisive numerous of the greater spiders and will wonder
squabbling lot and more than one lucky adventurer away from their dimly lit nests to forage further afield.
has escaped their clutches while his would-be This is likely to bring them into contact with outlying
captors squabbled over whether to hang him in their settlements of the Free Peoples. They have no true
webs for a while and feast of his juices before killing intelligence and rely on instinct only. As they can
and eating him or to eat him straight away. share their colony with their Greater Spider cousins,
Individual Spiders are intelligent, lazy and prideful, adventurers can easily be mislead into thinking that
and would rather bicker for a month than yield to they will only be up against these dim witted variety
each other. This pride can lead them to be easily of Spider, only to find that they walk into a well
insulted and goaded into a terrible rage. When in planned ambush designed by their intelligent
such a rage, the Spider will forsake all else and cousins. Small amounts of treasure may be found by
rush furiously at its taunter, ignoring all else picking through the webs and remnants of the
(dangers and enemies) in favour of attacking the Spiders meals (the dried out husks of the fallen). This
one who insulted its pride. is reflected in their Treasure Factor listing below.
There are three main varieties of the
greater Spiders; Lesser Spiders, Giant Spiders and Characteristic Roll Average
Shelobs Spawn. Each are described under a
different sub-heading below. STR 2D6+6 13 MOVE: 10
CON 2D6+6 13 HIT PTS: 13
Gamemaster note: The orb weaving SIZ 2D6+6 13 Damage Bonus
Spiders typically strike from ambush, pouncing from POW 3D6 10-11 +1D4
above on their victims as they struggle entangled DEX 2D6+12 19 Tres Fact: 8
within the Spiders webs. The ground dwelling Trap- Hit Location Melee Points
door and Wolf-spider sub-species of Lesser and Right Back Leg 01 3/3
Giant Spiders will lurk within their holes or actively
Right Hind Leg 02 3/3
hunt along the ground looking for a potential meal.
All Spiders prefer to make their nests and lairs Left Back Leg 03 3/3
close to well-travelled rounds, trails and paths, lying Left Hind Leg 04 3/3
in wait for passersby to fall into their traps. Abdomen 05-11 3/5
Thorax 12-14 3/4
Right For Leg 15 3/3
Right Front Leg 16 3/3
Left For Leg 17 3/3
Left Front Leg 18 3/3
Head 19-20 3/4
NOTE: Lesser Spiders have a thick carapace that gives them
3pts of armour.

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.

Strike anything else but attempt to break free. In order to


Weapon Percentage Damage
Rank break free of the sticky web, a character must match
1D6+1+db imp their STR verses the webs STR on the Resistance
Bite 8 55% Table. If successful, the character breaks free, if not
+ poison
Webbing 2 35% special they remain ensnared and may attempt to break free
next combat round. If using the optional Hit Locations
A Spider may not bite and throw web in the same rule, gamemasters may roll to see what parts of the
combat round. victims body becomes ensnared. If the victims arms
are free, they may be permitted to attack and parry
Skills: Climb 90%, Hide 55%, Stealth 75%. normally, but cannot move or close for an attack, nor
can they Dodge. But the victim must also succeed in
a Luck roll each combat round or become more
POWERS ensnared in the web, possibly loosing the use of their
Lesser Spider Poison: A Lesser Spider will inject arms due to being entangled. If characters encounter
its poison if its bite attack pierces armour. The a web but are not ensnared, and they wish to cut
their way through the web, refer to the rule Damage
poisons POT is equal to half the Lesser Spiders
to Inanimate Objects on pp.276-277 of the BRP
CON. A target injected with the poison must make a
rulebook. The webs armour will be the same as the
resistance roll matching their CON against the
webs STR. If damage is done to the web, then the
poisons POT on the Resistance Table. If they
succeed, they are not paralysed but will receive character becomes ensnared in the web, the webs
1D3 damage to their current CON (this will heal at STR will be reduced by the amount of damage it has
taken (as per the rules on pp.276-277 of the BRP
the rate of 1 current CON point per day). If they fail
rulebook).
the resistance roll they will be affected by paralysis
over the next minute (5 combat rounds). Paralysis Weakness of the Eyes: The weakest part of a
is temporary lasting a total of Turns equal to half the Spiders carapace is it eye sockets, all eight of them.
Lesser Spiders CON, the character can still If the Spider is struck in its eyes (a roll of 20 on a D20
breathe. A Healing spell or potion, or any form of if the optional Hit Locations rule is being used) with a
poison mitigation spell or potion will prevent this normal attack success, the damage received by the
temporary paralysis or bring someone with Spider would be the same as though it was hit on a
paralysis back to normal health immediately. A Special success. There is no additional advantage
critical success in first aid will also prevent paralysis however if the actual attack was a Special or Critical
or bring the paralysed person back to normal health success that hit this area.
over the next Turn (25 combat rounds, or 5
minutes).
Webbing: In combat a Lesser Spider can stand on
its four front legs and use the back two pairs to pull
out and hurl a swath of webbing at their prey. The
webbing has a range in metres equal to the spiders
STR. The effects of the webbing are the same as
for the Spiders Webs Power, detailed below.
Webbing covers an area equal to half the body
length of the spider in diameter (roughly 1.5
metres).
Webs: All Spiders utilise their webs to immobilise
and store prey, seal off passages or to create ropy
bridges upon which they can climb and ascend.
Spiders actually spin several different types of silk
when it comes to the filaments that make up their
webs. They produce a sticky, adhesive silk with
which to capture prey and also a non sticky silk on
the underside. This is why Spiders are not captured
within their own webs as only they can tell what
edges of the silk are sticky and which are not. This
distinction means little to their prey however when
they become entangled within a Spiders web, its all
sticky to them. A Lesser Spiders web has a STR
equal to half the Spiders SIZ, with additional layers
of web being cumulative, adding to the total webs
STR. An ensnared or enswathed victim cannot do

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.

Webbing: In combat a Giant Spider can stand on


its four front legs and use the back two pairs to pull
SHELOBS SPAWN
out and hurl a swath of webbing at their prey. The
webbing has a range in metres equal to the spiders Far and wide her lesser broods, bastards of the
STR. The effects of the webbing are the same as miserable mates, her own offspring, that she slew,
for the Spiders Webs Power, detailed below. spread from glen to glen, from the Ephel Dath to
Webbing covers an area equal to half the body the eastern hills, to Dol Guldur and the fastnesses
length of the spider in diameter (roughly 2.5 of Mirkwood. But none could rival her, Shelob the
metres). Great, last child of Ungoliant to trouble the
unhappy world."
Webs: All Spiders utilise their webs to immobilise The Lord of the Rings, Shelob's Lair
and store prey, seal off passages or to create ropy
bridges upon which they can climb and ascend. Greatest of the Spiders within Middle-earth
Spiders actually spin several different types of silk and last of the children of Ungoliant was Shelob the
when it comes to the filaments that make up their Great. A horror described as an evil thing in spider-
webs. They produce a sticky, adhesive silk with form who served none but herself, drinking the
which to capture prey and also a non sticky silk on blood of Elves and Men, bloated and grown fat with
the underside. This is why Spiders are not captured endless brooding on her feasts, weaving webs of
within their own webs as only they can tell what shadows; for all living things were her food, and her
edges of the silk are sticky and which are not. This vomit darkness (LOTR III, Shelob's Lair). Her
distinction means little to their prey however when offspring were mostly the Lesser and Giant Spiders.
they become entangled within a Spiders web, its all But she had more powerful offspring as well that
sticky to them. A Giant Spiders web has a STR became known by the Wise as Shelobs Spawn or
equal to the Spiders SIZ, with additional layers of Children of the Ungol (Children of the Spider).
web being cumulative, adding to the total webs These were creatures of cruel intelligence
STR. An ensnared or enswathed victim cannot do and were spiders of greater stature and power than
anything else but attempt to break free. In order to the Giant Spiders. Whereas the Lesser Spiders were
break free of the sticky web, a character must bestial in nature and driven by instinct, and the Giant
match their STR verses the webs STR on the Spiders were petty and prideful, intelligent but
Resistance Table. If successful, the character thinking of none but their bloated bellies, the Spawn
breaks free, if not they remain ensnared and may of Shelob were cruel abominations that plagued the
attempt to break free next combat round. If using Free Peoples, hating all and being filled with an
the optional Hit Locations rule, gamemasters may unquenchable hunger.
roll to see what parts of the victims body becomes Seldom did these creatures live amongst
ensnared. If the victims arms are free, they may be their lesser kin, preferring instead to live within
permitted to attack and parry normally, but cannot mountain crags and caverns, venturing forth to
move or close for an attack, nor can they Dodge.
terrorise and prey on the isolated settlements of the
But the victim must also succeed in a Luck roll each
Free Peoples. Gifted with their mothers capacity to
combat round or become more ensnared in the exude a darkness around them, seldom where they
web, possibly loosing the use of their arms due to ever seen. Almost always they lived alone, for their
being entangled. If characters encounter a web but malice would drive them to hate all things, viewing
are not ensnared, and they wish to cut their way them as none but food. Rarely, however, one would
through the web, refer to the rule Damage to
take up residence within a nest of its lesser kin and
Inanimate Objects on pp.276-277 of the BRP
become a queen of that colony. Attended to by her
rulebook. The webs armour will be the same as the
Great Spider sisters and waited upon by Lesser
webs STR. If damage is done to the web, then the Spiders, she would be fed the choicest of foods,
character becomes ensnared in the web, the webs whether that be Elves, Men, Orcs or Lesser Spiders.
STR will be reduced by the amount of damage it There the queen would grow fat and lay her own
has taken (as per the rules on pp.276-277 of the broods of her lesser kind who would hatch to serve
BRP rulebook). her. Such colonies were fell places indeed, for the
Weakness of the Eyes: The weakest part of a queen Spider would exude forth darkness and terror
Spiders carapace is it eye sockets, all eight of them. and her cruel will and malice would be exerted over
If the Spider is struck in its eyes (a roll of 20 on a the land where she made her abode.
D20 if the optional Hit Locations rule is being used) Like their mother, the Spawn of Shelob were
with a normal attack success, the damage received equipped with a sting than lay hidden below their
by the Spider would be the same as though it was spinnerets in the creatures abdomen. Whether by
hit on a Special success. There is no additional bite or by sting, these creatures could render their
advantage however if the actual attack was a prey to a state of paralysis, and then feast upon their
Special or Critical success that hit this area. juices until they sucked them dry.

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.

Cruel twisted barbs often extended from POWERS


their bodies and they would grow to around six
Cloaked in Darkness: Deep shadow surrounds the
metres in size, sometimes more. Many of the males
Spawn of Shelod like a cloak of darkness. All non-
would often be drawn back to Cirith Ungol, the
magical light within 10 metres of it is extinguished or
place of their hatching, to mate with Shelob before
dimmed, and anyone caught within this darkness is
she devoured them. Shelobs daughters were more
treated as being within semi-darkness as per the
fortunate, for when they hatched, if they escaped
Darkness Spot Rules on p. 220 of the Basic
being eaten by their mother or their siblings, they
Roleplaying rulebook, with all their Combat skills
could escape into the Mountains of Shadow and
becoming Difficult.
hatch their own broods to feast upon.
Few of Shelobs Spawn travelled beyond Overwhelming Presence: The sight of Shelobs
the Mountains of Shadow, for they both hated and Spawn is frightening, to say the least. When a
feared the light of the sun, moon and stars. Light is Shelobs Spawn is encountered in close proximity, the
painful to them, as it is painful also to their mother, characters will suffer an Aura Attack (see p.214
and they will shun it at all costs. Fortunately, this Aura Attacks Spot Rule in the BRP rulebook).
breed of the greater Spiders is the least numerous
Spawn of Shelobs Poison: A Shelobs Spawn will
within Middle-earth.
inject its poison if its bite attack pierces armour. The
poisons POT is equal to the Shelobs Spawn CON. A
Characteristic Roll Average target injected with the poison must make a
STR 6D6+18 39 MOVE: 10 resistance roll matching their CON against the
CON 3D6+6 17 HIT PTS: 22 poisons POT on the Resistance Table. If they
SIZ 6D6+6 27 Damage Bonus succeed, they are not paralysed but will receive 1D6
damage to their current CON (this will heal at the rate
INT 3D6 10-11 +3D6
of 1 current CON point per day). If they fail the
POW 3D6 10-11 Tres Fact: 22 resistance roll they will be affected by paralysis over
DEX 2D6+12 19 the next minute (5 combat rounds). Paralysis is
Hit Location Melee Points temporary lasting a total of Turns equal to the
Right Back Leg 01 10/6 Shelobs Spawns CON, the character can still
Right Hind Leg 02 10/6 breathe. A Healing spell or potion, or any form of
Left Back Leg 03 10/6 poison mitigation spell or potion will prevent this
temporary paralysis or bring someone with paralysis
Left Hind Leg 04 10/6
back to normal health immediately. A critical success
Abdomen 05-11 10/10 in first aid will also prevent paralysis or bring the
Thorax 12-14 10/8 paralysed person back to normal health over the next
Right For Leg 15 10/6 Turn (25 combat rounds, or 5 minutes).
Right Front Leg 16 10/6
Vulnerable to Light: Shelobs Spawn both hate and
Left For Leg 17 10/6 fear the light, whether that be the light of the sun,
Left Front Leg 18 10/6 moon or stars, for it is painful to them. As such they
Head 19-20 10/8 will avoid all natural light and seek shelter in
NOTE: Shelobs Spawn have a very thick carapace that gives darkness. Firelight, such as in a campfire or torches,
them 10pts of armour. will not be painful to the creature but it will none the
less be weary of all who carry such light. It will only
Strike
Weapon Percentage Damage attack if it feels it can strike swiftly and quickly
Rank
subdue its victim. Magical light will also give the
1D6+1+db imp creature pause, but will not stop if from attacking if it
Bite 8 80%
+ poison feels it can succeed in its endeavours.
1D8+1+db imp
Sting 5 75% Webbing: In combat a Shelobs Spawn can stand on
+ poison
Webbing 2 70% special its four front legs and use the back two pairs to pull
out and hurl a swath of webbing at their prey. The
webbing has a range in metres equal to the spiders
Shelobs Spawn may not bite, sting or throw web in
STR. The effects of the webbing are the same as for
the same combat round.
the Spiders Webs Power, detailed below. Webbing
covers an area equal to half the body length of the
Skills: Climb 90%, Hide 50%, Speak (Blackspeach)
spider in diameter.
70%, Speak (Westron) 70%, Stealth 85%.
Webs: All Spiders utilise their webs to immobilise
and store prey, seal off passages or to create ropy
bridges upon which they can climb and ascend.
Spiders actually spin several different types of silk

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.

when it comes to the filaments that make up their


webs. They produce a sticky, adhesive silk with SPIRITS
which to capture prey and also a non sticky silk on
the underside. This is why Spiders are not captured
within their own webs as only they can tell what
Many are the Spirits that inhabit Middle-
edges of the silk are sticky and which are not. This earth, from the powerful Valar and Maiar to the lesser
distinction means little to their prey however when Spirits that are their servants.
they become entangled within a Spiders web, its all When Eru created the cosmos, He gave to
sticky to them. A Shelobs Spawns web has a STR the Valar the role of shaping Arda. The Valar are the
equal to the Spiders SIZ, with additional layers of fourteen powerful spirits of the race of the Ainur who
web being cumulative, adding to the total webs entered Arda after its creation to give order to the
STR. An ensnared or enswathed victim cannot do world. To each Valar, numerous Maiar came to
anything else but attempt to break free. In order to serve. The Maiar are those less powerful spirits
break free of the sticky web, a character must which descended to Arda to help the Valar to shape
match their STR verses the webs STR on the the world.
Resistance Table. If successful, the character The Maiar vary in ability and tend towards
breaks free, if not they remain ensnared and may manifesting the powers that embody the realm that
attempt to break free next combat round. If using their Masters oversee. The Spirits that serve Manw
the optional Hit Locations rule, gamemasters may directly are Spirits of the Air and may take the form of
roll to see what parts of the victims body becomes birds or Giant Eagles when need arises. The Spirits
ensnared. If the victims arms are free, they may be in service to Ulmo will take forms native to the ocean,
permitted to attack and parry normally, but cannot lakes and rivers. As such they may appear as great
move or close for an attack, nor can they Dodge. fish, whales or dolphins or as whirlpools and
But the victim must also succeed in a Luck roll each waterspouts when they manifest themselves. The
combat round or become more ensnared in the Spirits whom serve Varda have oft appeared as stars
web, possibly loosing the use of their arms due to when need arouse, and the Spirits that serve
being entangled. If characters encounter a web but Yavanna will often appear as animals and creatures
are not ensnared, and they wish to cut their way of the forests and plains, White Deer for example.
through the web, refer to the rule Damage to But not all Maiar were faithful to those Valar
Inanimate Objects on pp.276-277 of the BRP whom they served. Melkor the Deceiver led many
rulebook. The webs armour will be the same as the astray and they fell into his service. Among these
webs STR. If damage is done to the web, then the fallen were the Balrogs and Sauron, Maiar corrupted
character becomes ensnared in the web, the webs by Melkor. Others became the Bandrhoth, Dindair,
STR will be reduced by the amount of damage it Helegrogs and Rogmul. Still others, lesser Spirits
has taken (as per the rules on pp.276-277 of the that were perhaps once Maiar or perhaps Spirits of
BRP rulebook). corruption created by The Deceiver, became known
as Fell Spirits and Spectres.
Weakness of the Eyes: The weakest part of a Described below are two forms of these
Spiders carapace is it eye sockets, all eight of them. lesser Spirits that have fallen under the sway of the
If the Spider is struck in its eyes (a roll of 20 on a Shadow. Both are dreadful in their own right. Both
D20 if the optional Hit Locations rule is being used) are horrors and abominations of the beings they
with a normal attack success, the damage received either once were, or should have been. All dread
by the Spider would be the same as though it was being cast out of Arda into the Void forever, never to
hit on a Special success. There is no additional return, for they have turned their back on Eru forever
advantage however if the actual attack was a and are now beyond redemption.
Special or Critical success that hit this area.

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.

create Orc-ghouls. In one way of another, much of POWERS


the plots of wickedness inflicted upon the Free
Chill: The air will always be noticeably chilled when a
Peoples of Middle-earth has had these foul beings
Fell Spirit is present or about to manifest itself. Even
included in those designs.
on a warm summers day, the air will become cold
The power of the Fell Spirits varies as some
and chilled and both people and animals will sense a
are more powerful than others. The Major Barrow-
foreboding and dread or even fear. In game terms,
wights are examples of the most powerful Fell
this will amount to no more than the gamemaster
Spirits, while less powerful Fell Spirits have
telling the characters that the air has suddenly grown
animated other corpses becoming Wights, or
cold and that their characters are feeling uneasy or
become the Mewlips. The least powerful of all are
even have a sense of dread about that place they are
the Fell Spirits that the Orc Necromancers have
located. If the gamemaster feels it is appropriate then
been able to enslave and bind to their dead in order
they could also use an Aura Attack (see p.214 Aura
to make their foul Orc-ghouls.
Attacks Spot Rule in the BRP rulebook).
Rarely are Fell Spirits encountered in their
non-corporeal state. The bodies made for them Incorporeal: Fell Spirits are immaterial, and are not
(Barrow-wight, Wight, Mewlip, Orc-ghoul etc) act as subject to the limitations of the physical beings nor
a shell providing protection for the Spirit, anchoring can they take physical damage.
it to the physical realm, for if the Spirit itself is
Magic Spells: Fell Spirits may know some sorcery
killed it will be cast out of Arda forever. If their
including Bladeshattering, Create Light, Evoke Fear,
animated physical bodies are killed, they will usually
Fog-raising, Forgetfulness, Holding-spell,
skulk away into the spiritual realm and wait till they
Spellbinding. Fell Spirits do not make Stamina rolls
are strong enough to form another body or the Dark
Powers call them to some other purpose. If after casting spells. Some Fell Spirits, particularly the
most powerful ones, know additional spells selected
however they are forced into combat whilst in spirit
from this list: Blast of Sorcery, Command,
form, or if the Fell Spirit attacks whilst in spirit form,
Misdirection, Power of the Land, Shadow of Fear,
they are not utterly defenceless.
Slumber, Veiling Shadow.
Gamemaster note: Fell Spirits posses only Spirit Combat: Fell Spirits can attack in spirit
INT and POW unless they are bound into a physical combat, consisting of a POW vs. POW resistance
body or form a body, as in the case of a Mewlip. roll. This will appear as if the Fell Spirit is glimpsed as
clawing at, enveloping, or otherwise physically
Characteristic Roll Average attacking the target. If the Fell Spirit overcomes the
targets POW, he or she loses 1D3 power points. If
STR N/A N/A MOVE: equal to the character can overcome the Fell Spirit, he or she
CON N/A N/A POW causes it to lose 1D3 power points. More powerful
SIZ N/A N/A HP: none Fell Spirits drain 1D6 power points from a target in a
INT 2D6+6 13-14. Damage Bonus: single combat round, but will only lose 1D3 power
2D6+6 13-14 none points if overcome by the intended target. This
@ 3D6+6 17 combat continues each combat round until the target
POW is unconscious, or either side has fled. A Fell Spirit
4D6+6 20
5D6+6 23-24 will flee before it reaches 0 power points. A Fell Spirit
DEX N/A N/A Tres Fact: var. that reduces a character to 0 power points may
possess him or her, usually causing the victim to
Hit Location Melee Points
commit suicide or harm another person.
Fell Spirits have no hit points nor do they possess
armour unless they take on a physical form.

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.

Skills: Fell Spirits do not possess skills as such but


assume the following skills if they are required:
Speak (Blackspeach) 90%, Speak (Westron) 90%,
Sense 90%.

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.

characteristics are suspended until it becomes


SPECTRES physical again.

Spectres are Spirits of power and fear that


Characteristic Roll Average
are oft called by powerful Sorcerers and
Necromancers and sent forth to cause terror or STR 4D6+6 20 MOVE: 10
assassinate their foes. For Spectres can cause CON 3D6 10-11 HIT POINTS: 13
tremendous fear within their victims and if their fear SIZ 2D6+6 13-14 Damage Bonus
is strong enough, the victim will die of cardiac INT 2D6+6 13-14 +1D6
arrest. POW 4D6+6 20 Tres Fact: N/A
Other Spectres are Spirits sent forth by the
DEX 3D6 10-11
Dark Powers to lie to and deceive men. They may
take the form of, or create; Ghosts to enact their Hit Location Melee Points
deception, for the presence of the Spectre would be Right Leg 01-04 5/5**
too frightening and undermine the deceptions they Left Leg 05-08 5/5**
are trying to weave amongst men. Their lies are Abdomen 09-11 5/5**
always aimed at one purpose, to deceive men Chest 12 5/6**
regarding the spiritual truths of their life after death Right Arm 13-15 5/4**
with Eru Ilvatar, and to attempt to beguile them Left Arm 16-18 5/4**
and lead them into following and worshiping the
Head 19-20 5/5**
Shadow. To this end, if sowing discord amongst
families, peoples and nations suits their purposes of NOTE: A Spectre possesses 5pts of natural armour when in
leading even just one person astray, then they will physical form.
not stop to weave their webs of intrigue and Strike
deception. Oft when a conjured Ghost appears, the Weapon Percentage Damage
Rank
observer will be unaware of the presence of the Claw 4 75% 1D6+1+db bleed
Spectre manipulating and speaking through the
POW vs
Ghost. Only if some form of spirit detection magic is Fear Attack 12 special
CON
being used by the observer will they see at the
edge of their vision another wispy, shadowy figure.
For a Spectre to use their Fear Attack they must
It will only appear at the edge of their vision and
strike their victim with their cruelly clawed hands. If a
never be able to be clearly observed. This should
Spectres Claw attack succeeds in striking its target,
warn the observer that something more than just an
the victim will then suffer a Fear Attack at the end of
apparition is being observed.
the combat round in which they were struck by the
A Spectre exists primarily within the
Spectres claw.
spiritual realm however when a Spectre attempts to
engage an opponent in combat, it must take on
** Due to the spirit nature of the Spectre, it will only
physical form. It takes the Spectre one combat
suffer half damage from physical attacks and Special
round to manifest out of the shadows and become
and Critical attack successes have no effect, doing
physical, and one combat round to return to its
the same as any normal physical damage would (ie
spiritual state. When forming, it can do no other
half rolled damage). Only magic and magical
actions than manifest or dematerialise. It must
weapons will do full damage to a Spectre.
always manifest out of shadows however and will
not be able to if the area it is located in is too
Skills: Spectres do not possess skills as such but
brightly lit. Its potential victim will be aware of its
assume the following skills if they are required:
presence long before it becomes physical however
Speak (Blackspeach) 90%, Speak (Westron) 90%,
because fear would have gripped them due to the
Sense 90%.
presence of the Spirit. Once physical, the Spectre
can be attacked and killed. If killed, the physical POWERS
body will evaporate and the Spirit will be cast into
the Void forever. Chill: The air will always be noticeably chilled when a
Spectre is present or about to manifest itself. Even on
a warm summers day, the air will become cold and
Gamemaster note: Spectres posses only chilled and both people and animals will sense a
INT and POW unless they take on their physical
foreboding, dread and fear. In game terms, this will
form in order to initiate combat. Otherwise, the
amount to no more than the gamemaster telling the
Spirit will remain in the spiritual realm and unable to
characters that the air has suddenly grown cold and
attack, or be attacked by any living being. The
that their characters are feeling uneasy or even have
statistics below are for the Spirit when it is in
a sense of dread about that place they are located.
physical form. Its POW and INT remain the same
When the Spectre appears however, those present
when it is in spiritual form, but all other

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.

will suffer an Aura Attack (see Overwhelming


Presence below). STOORWORMS
Fear Attack: A Spectres primary method of attack
There are nameless things that gnaw away
is its Fear Attack. The Fear Attack is a direct
at the roots of Middle-earth, in the great and fiery
assault on the victims psyche and adrenal systems,
Underdeeps. Only a few amongst the Free Peoples
presenting the victim with such an overwhelming
have ever journeyed into the depths and laid eyes
sense of terror and dread that, in the most extreme
upon such beasts, fewer still have lived to return and
cases, they may cause instant death from systemic
tell their tale. Only once or twice in the annals of
shock and cardiac arrest. Fear Attack is resolved by
Middle-earth have any of these creatures ever come
matching the Spectres POW verses the victims
to the surface. When they have, these vial creatures
CON in a POW vs. CON resistance roll on the
have wrought devastation across the countryside
Resistance Table. If the Spectre succeeds, the
until they have been killed.
victim will suffer a loss of 1D3 current CON that
Amongst the tales of the Dwarves however,
combat round. The spirit will then attempt to strike
they speak of the fearsome Stoorworms that have
the victim again to cause another Fear Attack. If the
sometimes burrowed their way into the mines of the
Spectres attack is a Special success, the victim will
Dwarves. These creatures possess a head that
lose 1D6 current CON instead. Should the Spectre
resembles that of a dragon; however their bodies
score a Critical success, the victim will lose 1D6
resemble more that of a snake. Limbless and agile
current CON and then be required to make a
these creatures very breath is a poisonous fume.
Stamina roll based on their reduced CON
characteristic. If the victim fails or fumbles the
Stamina roll, they die instantly from heart failure. If Gamemaster note: A Stoorworm is a
they pass the Stamina roll, the victim will still lose formidable foe. They should be used as the ultimate
1D6 current CON. The Spectre can only use their or penultimate adversary in any campaign that takes
Fear Attack on targets that they have hit with their the characters into the depths of the earth. They
claws that combat round. The Spectre does not should never be encountered above ground unless it
need to penetrate armour with their claws for a Fear is a major campaign that takes place in realms under
Attack to occur, as the fear is born more from the the sway of the Shadow, such as Angmar or Mordor,
Spectres presence than it is from any physical and then it should be only once. Also when
harm. Should an intended victim fall unconscious characters engage a Stoorworm in melee combat,
before they suffer a Fear Attack, the unconscious the Melee Combat versus Huge Creatures Spot
person will then be immune to suffering any Fear Rule in this rule set should be used.
Attacks until they regain consciousness. The
Spectre will probably then however resort to using Characteristic Roll Average
its claws to dispatch the victim. STR 20D6 70 MOVE:10
Magic Spells: Spectres may know some sorcery CON 3D6+12 32 HIT POINTS: 69
including Bladeshattering, Fog-raising, SIZ 30D6 105 Damage Bonus:
Forgetfulness, Holding-spell, Spellbinding. Spectres INT 5 5 +10D6
do not make Stamina rolls after casting spells. POW 1D6+12 16 Tres Fact: N/A
Some Spectres, particularly the most powerful
DEX 2D6 7
ones, know additional spells selected from this list:
Blast of Sorcery, Command, Misdirection, Power of Hit Location Melee Points
the Land, Slumber, Veiling Shadow. Tail 01-06 8/23
Body 07-14 8/28
Overwhelming Presence: The appearance of a
Head 15-20 8/23
Spectre (in either spiritual of physical form) is
frightening and overpowering to say the least.
When a Spectre is encountered in close proximity, Strike
Weapon Percentage Damage
the characters will suffer an Aura Attack (see Rank
p.214 Aura Attacks Spot Rule in the BRP rulebook) Bite 10 85% 1D10+10D6bleed
at a -50% penalty to their resistance roll attempt. Breath 12 100% Special

Skills: Darkvision 80%, Listen 80%, Spot (while in


sunlight) 40%, Sense 80%, Track by Smell 50%
POWERS
Poison Breath: The Stoorworm can emit a cloud of
poisonous gas once per combat round. It costs the
Stoorworm 1D8 power points to emit the poisonous
cloud. The Stoorworms poison cloud remains for five

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

TROLLS Cave trolls are so named because they


have taken to living underground in deep caverns
and complexes. They are similar in overall shape to
Lumbering evil creatures originated by Hill trolls, but Cave trolls have grown much larger and
Melkor, trolls are as dim-witted as they are strong. more formidable in the darkness of their underground
Their origins are mysterious. It would appear that lairs. The similarity in appearance has led the Wise to
the Trolls were bread in mockery of the Ents. The believe that perhaps the Cave trolls are descended
Dark Enemy had no power to create thinking beings from Hill trolls, though it has also been disputed that
by his own will, however, but instead twisted all he perhaps it was the other way around.
could to serve his will. It seems possible that the Cave trolls stand at around 4.8 metres
first Trolls were twisted and corrupted Ents, but the (sixteen feet) in height when fully grown, and
Wise cannot prove this. It would appear however sometimes grow even larger still. They have a
that the different types of Trolls may have greenish-grey coloured scaly skin. In addition, they
independent origins, which would explain why some possess the toughness of their Hill troll brethren
are able to withstand sunlight while others are when it comes to the thickness of their hides. This
destroyed by it. However they came into existence, gives them formidable natural protection. Life in the
the Wise do know that Trolls had appeared before darkness however has given them poor eyesight, and
the end of the First Age for their first mention in they more often rely on smell than they do by sight
history was in the great battle known as the when it comes to hunting prey. Their eyes are quite
Nirnaeth Arnoediad, where they formed the small when compared to their massive heads, but the
bodyguard of Gothmog, Lord of Balrogs. sensitivity of their nostrils more than makes up for
The history of the Trolls after the Nirnaeth is what is lacking in their eyesight.
not well known, though at least some must have The Wise believe that after the destruction of
escaped eastwards from the destruction at the end Beleriand, these creatures fled the wrath of the Valar
of that Age. It is clear that some remained under the and sought refuge in the deep caverns of the world.
control of Sauron, and he was able to send some to In fear of the Valars wrath, these Trolls came to shun
Moria after its fall in the Third Age. Many others the surface world living their entire lives instead
wandered wild in Middle-earth, especially in the within the foreboding darkness of their caves. As time
northern Misty Mountains and the lands westward. progressed, they evolved to become an independent
The regions known as the Troll-fells and Trollshaws breed all on their own.
were named for the Trolls that lurked there. Today, Cave trolls live in most of the great
Trolls in general were a primitive race: cave systems of Middle-earth, especially in the larger
though they could communicate in a rough manner, caverns where they can move around and explore for
they had no knowledge of even basic technologies food freely without their huge bulks getting in the way
such as building (though they did use caves as of any narrow cave walls. They are most commonly
dwellings). There were differences between the found in the mountains of Angmar, the Misty
various types of Troll, and those that emerged in Mountains, and the Grey Mountains but they have
the later Third Age were considered especially

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!

Gamemaster note: If even one ray of FOREST TROLLS


sunlight touches a Cave trolls skin, the spell that
made their ancestors will be undone and they will
return to the stone from which they were made. Forest trolls are so named because of two
Cave trolls are not hoarding beasts but treasure reasons; their green tinged skin colour and the fact
may be found in the refuse of their meals, if player that they are found in, or close too forests that have a
characters are adventurous enough to endure the thick canopy. That they are descended in the lineage
stench of the Cave trolls refuse in order to find of the Stone trolls, few can doubt, for they share the
anything worth salvaging. Stone trolls weakness when exposed to sunlight. If
the Wise are correct in their understanding of the
Stone trolls being one of the original stocks of Trolls,
Characteristic Roll Average
then the Forest Trolls would have been breed from
STR 4D6+24 38 MOVE: 12 this original stock.
CON 4D6+18 32 HIT POINTS: 32 Forest trolls stand at around 3 metres (10
SIZ 4D6+18 32 Damage Bonus: feet) tall and have a more man-like appearance, but
INT 1D6+1 5 +3D6 share the Stone troll features of a stout body, bowed
legs and heads with a thick set neck. Their arms are
POW 2D6 7 Tres Fact: 8
more man-like in proportion to their bodies, but they
DEX 2D6+3 10 retain the foul temperament and stupidity that Trolls
Hit Location Melee Points seem to possess in abundance.
Right Leg 01-04 10/11 During daylight hours, Forest trolls will retreat
Left Leg 05-08 10/11 to their shallow caves and rock overhands. These
Abdomen 09-11 10/11 lairs are hidden beneath thick forests canopies in
Chest 12 10/14 order to avoid the sun. For sunlight is lethal to them,
Right Arm 13-15 10/9 breaking the spell that forged their ancestors and
turning the Forest troll to stone forever.
Left Arm 16-18 10/9
These creatures are very active at night and
Head 19-20 10/11 will wonder a fair distance from their lairs in search of
NOTE: Cave trolls have 10pt natural armour and do not wear food. They are quite numerous as a species of Troll
any clothing or other armour. and, along with Hill trolls, are the mostly likely Troll
Strike Percent types to be encountered when journeying in the
Weapon Damage wilds. Forest trolls wear animal skins, such as bear or
Rank age
aurochs hides and use tree trunks as clubs.
2D6+db crush
Club 5 75%
+knockback
1D10+2+db crsh
Gamemaster note: Forest trolls will never be
Maul 3 75% seen during the daylight hours, for if even one ray of
+knockback
sunlight touches their skin, the spell that made their
1D3+db crush ancestors will be undone and they will return to the
Fist 7 50%
+knockback stone from which they were made. Forest trolls are
1D6+db crush hoarding beasts and will collect the trophies of their
Kick/Stomp 7 60%
+knockback meals and keep them in their lairs (a shallow cave or
Thrown Rock 9 45% 2D6+db crush rock overhang, under a thick forest canopy
somewhere within the forest). Forest trolls are social

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.

creatures, gathering into family groups of a half


dozen or so individuals. They figure that there is a
HILL TROLLS
better chance to catch food if there is a group of
them working together. Hill trolls, along with their Forest troll
cousins, are the most prolific species of troll within
Middle-earth. The Wise believe that Hill trolls are
Characteristic Roll Average
descended from Stone troll stock due to their
STR 4D6+12 25-26 MOVE: 12 weakness to sunlight, and they believe it was these
CON 4D6+6 20 HIT POINTS: 20 trolls that formed the bodyguard of Gothmog, Lord of
SIZ 4D6+6 20 Damage Bonus: Balrogs, during the great battle known as the
INT 1D6+3 7 +2D6 Nirnaeth Arnoediad.
POW 2D6 7 Tres Fact: 20 They are, as all Trolls are, voracious meat
eaters, devouring any flesh they can find, including
DEX 2D6+3 10
man-flesh. They dont care if its raw or cooked, as
Hit Location Melee Points long as it is in their bellies. Their favourite food
Right Leg 01-04 8/7 however is Dwarven jelly. Thats where you take one
Left Leg 05-08 8/7 dwarf (more is better) and sit on it until you squash it
Abdomen 09-11 8/7 to a nice tender consistency, and then eat it. Not
Chest 12 8/9 surprisingly, Dwarves are very offended with this Troll
Right Arm 13-15 8/6 recipe.
Left Arm 16-18 8/6 Hill trolls stand at around 3.6 metres (12 feet)
tall and have a brownish tinge to their skin that
Head 19-20 8/7
makes them look like they have been covered in dirt
NOTE: Forest trolls have 8pt natural armour put their ragged or mud. Their skin is much tougher than that of their
clothing may afford another 1or 2 points of armour above this to Forest troll cousins but not as tough as that of a
the hit locations where the garments are worn (usually their Stone trolls. They are more Troll like in appearance
Abdomen & Chest) than Forest and Stone Trolls (who appear more man-
like), and they have stout bodies, long ape like arms,
Strike Percent bowed legs and head with a thick set muscular neck.
Weapon Damage
Rank age Their hands however, end in vicious claws that are
2D6+db crush larger than other Troll-kinds claws. This makes them
Club 5 45%
+knockback especially dangerous even if they are unarmed.
1D10+2+db crsh Hill trolls are so named more for their
Maul 3 45%
+knockback complexion and size than for the habitat they live in,
1D3+db crush for they tend to be found in the same type of forest
Fist 7 50%
+knockback environments as are Forest trolls. They travel in small
1D6+db crush groups of up to four individuals as more would make
Kick/Stomp 7 45% it difficult to find enough food. But they can also be
+knockback
Thrown Rock 9 35% 2D6+db crush solitary creatures.

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.

Characteristic Roll Average MOUNTAIN TROLLS


STR 4D6+12 25-26 MOVE: 12
CON 4D6+8 22 HIT POINTS: 22 Mountain trolls are believed by the Wise to
SIZ 4D6+8 22 Damage Bonus: have originated from the breeding of Hill and Cave
INT 1D6+3 7 +2D6 trolls. Their predominant habitat is that of the Ash
POW 2D6 7 Tres Fact: 20 Mountains and the Mountains of Shadow that make
up Mordors western, northern and southern borders,
DEX 2D6+3 10
however they are found in mountains elsewhere in
Hit Location Melee Points Middle-earth and have been seen in and around Dol
Right Leg 01-04 8/8 Guldur.
Left Leg 05-08 8/8 Whether they were bread in Mordor and have
Abdomen 09-11 8/8 been let loose into those mountains, or whether the
Chest 12 8/10 Dark Lord encouraged the migration of these beasts
Right Arm 13-15 8/6 to the mountains of Mordor, is uncertain. They are
Left Arm 16-18 8/6 certainly prolific within Mordor and are used as both
beasts of burden and shock troops for Mordors
Head 19-20 8/8
armies. They have also been known to be used to
NOTE: Hill trolls have 8pt natural armour but their ragged pull Mordors siege weapons into battle. In fact it was
clothing may afford another 1or 2 points of armour above this to this kind of Troll that wielded the great battering-ram
the hit locations where the garments are worn (usually the Grond, and pushed the siege towers of Mordor into
Abdomen & Chest) place alongside the walls of Minas Tirith during the
Battle of the Pelennor Fields.
Strike Percent Mountain trolls are more intelligent than their
Weapon Damage
Rank age brethren, though this intelligence is more related to
2D6+db crush this breed of Trolls training in battle and the use of
Club 5 55%
+knockback weapons. As such, it is perhaps more correct to say
1D10+2+db crsh that they are more cunning than their brethren and
Maul 3 55%
+knockback often are bettered armed for war. In addition, they are
# 1D8+db bleed often bred, raised and herded by Orc handlers. As
Claws 7 65%
+knockback such, Mountain trolls are more used to being led by
1D6+db crush their Orc overseers and will follow orders and
Kick/Stomp 7 55% direction better than most of the breeds of Trolls in
+knockback
Thrown Rock 9 55% 2D6+db crush Middle-earth. This gives the armies of Mordor a
decided advantage when it comes to warfare against
#
Hill trolls can attack with two claw attacks per the Free Peoples, for a Mountain troll is a formidable
combat round if not using a melee weapon, opponent.
throwing a rock or attempting to kick/stomp a target. Mountain trolls stand at around the same
height as a Stone troll at just over four metres tall
Note: all weapons are of primitive make (eg, the Hill (thirteen to fourteen feet) when fully grown. Like Hill
trolls club may be a tree trunk) and designed for a and Cave trolls, they do not possess toes. Their skin
large creature to use. is more brown or grey in colour and they sometimes
grow small toughs of hair on their heads. Unlike Hill
Skills: Grapple 55%, Language (Blackspeech) trolls, Mountain trolls do not have the sharp claws
35%, Language (Westron) 40%, Listen 55%, Sense common to the Hill troll. Mountain trolls eyesight is
55%, Spot 55%, Throw 55%. also much stronger than that of Cave trolls. An
unusual feature of Mountain trolls, however, is that
POWERS they are not turned to stone by sunlight. This has led
Curse of Sunlight: If so much as one ray of the Wise to believe that the Mountain toll is a recent
sunlight strikes any part of a Hill troll, the spell that breeding experiment of the Dark Lord, an attempt to
made its ancestors will be broken and it will be improve the species whilst breaking the main
turned back to the stone from which is was weakness of the whole race of Trolls. The fact that
moulded. The Troll will die instantly, frozen forever they can operate in sunlight is ill news for the armies
in the pose it was in when the sunlight struck the of the Free Peoples and the armies of Gondor in
creature, becoming no more than a lifelike stone particular. More than a few of the brave soldiers of
statue of the creature. Gondor have met their end due to an encounter with
a Mountain troll.
This ability to operate in daylight is not
without its problems however, for sunlight still curses
the Troll race and Mountain trolls find sunlight painful

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.

to their eyes. As such they will operate at a penalty


to their perception when in broad daylight.
SNOW TROLLS
Therefore Mountain trolls prefer to not be outdoors
during daylight hours unless they are forced to by Snow trolls are very similar in size and
their Orc overseers. overall shape to that of Hill trolls. So much so that the
Wise have come to believe that Snow trolls hale from
Gamemaster note: All Mountain trolls Hill trolls who migrated into the north of Middle-earth
suffer a -40% penalty to all Perception and Combat and adapted to life in the extreme cold. They may
related skills when outdoors in broad daylight and a have been bred during the First Age to defend the icy
-20% penalty when outdoors in cloudy and overcast northern marches of Angband.
conditions. Only heavily overcast conditions will They are however an independent breed and
mitigate against this penalty. differ in a number of characteristics. Snow trolls are
stockier than Hill trolls, are white skinned and are
covered in a white course fur. They stand at about
Characteristic Roll Average the same height as that of a Hill troll, ie 3.6 metres
STR 4D6+18 32 MOVE: 12 (12 feet) tall, but do not possess the very sharp claws
CON 4D6+18 32 HIT POINTS: 29 of a Hill troll.
SIZ 4D6+12 25-26 Damage Bonus: Very little is known about Snow trolls for few
INT 2D6 7 +3D6 travel into the frozen wastes of northern Middle-earth
to encounter one. Today they are found across the
POW 2D6+3 10 Tres Fact: 12
Northern Waste and Forochel, living in ice caves and
DEX 2D6+3 10 proving a bane for the Lossoth. At times they have
Hit Location Melee Points been known to gather in numbers to the stronghold of
Right Leg 01-04 10/10 a Helegrog to serve in its forces. However these are
Left Leg 05-08 10/10 fairly solitary creatures that gather in no more than
Abdomen 09-11 10/10 twos or threes at any other time, for food is scarce in
Chest 12 10/12 the frozen north and too many big mouths to feed is a
Right Arm 13-15 10/8 burden.
They suffer the same fate as that of other
Left Arm 16-18 10/8
Trolls when exposed to direct sunlight. Curiously
Head 19-20 10/10 though, instead of turning into rock or stone, a Snow
NOTE: Mountain trolls have 10pt natural armour but often wear troll will turn to a statue of ice if exposed to sunlight,
armour such as leather, ring, scale and plate armour. and will eventually melt away if the brief summers are
Strike Percent warm enough in the north.
Weapon Damage
Rank age
2D6+db crush
Gamemaster note: Snow trolls will never be
Club 3 75% seen during the daylight hours, for if even one ray of
+knockback
sunlight touches their skin, the spell that made their
1D10+2+db crsh
Maul 3 75% ancestors will be undone and they will be turned to
+knockback
ice forever.
Great Sword 3 75% 2D8+db bleed
Great Hammer 3 75% 1D10+3+db crsh
Characteristic Roll Average
Pike 2 75% 1D10+2+db imp
1D3+db crush STR 4D6+12 25-26 MOVE: 12
Fist 7 50% CON 4D6+18 32 HIT POINTS: 27
+knockback
1D6+db crush SIZ 4D6+8 22 Damage Bonus:
Kick/Stomp 7 60%
+knockback INT 1D6+3 7 +2D6
Thrown Rock 9 45% 2D6+db crush POW 2D6 7 Tres Fact: 4
DEX 2D6+3 10
Note: all weapons are designed for a large creature Hit Location Melee Points
to use. Right Leg 01-04 9/9
Left Leg 05-08 9/9
Skills: Grapple 75%, Language (understand
Abdomen 09-11 9/9
Blackspeech) 70%, Language (understand
Westron) 70%, Listen 75%, Smell 80%, Spot 80%, Chest 12 9/11
Throw 45%. Right Arm 13-15 9/7
Left Arm 16-18 9/7
Head 19-20 9/9

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

Note: all weapons are designed for a large creature


to use.

Skills: Grapple 55%, Language (understand


Blackspeech) 35%, Language (understand
Westron) 40%, Listen 55%, Sense 55%, Spot 55%,
Throw 55%.
POWERS
Curse of Sunlight: If so much as one ray of
sunlight strikes any part of a Snow troll, the spell
that made its ancestors will be broken and it will be
turned to ice forever. The Troll will die instantly,
frozen forever in the pose it was in when the
sunlight struck the creature, becoming no more
than a lifelike ice statue of the creature.

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.

Characteristic Roll Average PIRTEREG TROLLS


STR 4D6+12 25-26 MOVE: 12 (HALF-TROLLS)
CON 4D6+12 25-26 HIT POINTS: 26
SIZ 4D6+12 25-26 Damage Bonus: Pirtereg (sing. Pertorog) trolls are the result
INT 1D6+3 7 +2D6 of the union of Olog-hai and Variag men in Far
POW 2D6 7 Tres Fact: 20 Harad. This foul union has created a Half-troll that
DEX 2D6+3 10 vaguely resembles men. Half-trolls are around 2.1
Hit Location Melee Points metres (7 feet) in height, have jet-black skin, long
Right Leg 01-04 12/9 sharp red tongues, and have iridescent red or white
eyes. They also differ from Olog-hai in other ways, for
Left Leg 05-08 12/9
they and are quicker and more agile than Black trolls
Abdomen 09-11 12/9 and are as intelligent as men. Half-trolls will avoid
Chest 12 12/11 other Trolls living instead in communities of their own
Right Arm 13-15 12/7 or acting as bodyguards, assassins or lording over
Left Arm 16-18 12/7 the Variag people as Warlords. Half-trolls are
Head 19-20 12/9 unaffected by sunlight.
NOTE: Stone trolls have 12pt natural armour due to their origin
Gamemaster note: The Variag people
from rock and stone. despise the Half-trolls and the Dark Lord who bread
Strike Percent them, but they fear these creatures and their master
Weapon Damage
Rank age even more. In war, the Variag people will generally
2D6+db crush be lead by a Pertorog Warlord and it is these
Club 5 75%
+knockback creatures that are the celebrated, revered and feared
1D10+2+db crsh heroes of their people. Some of these Half-troll
Maul 3 75% heroes have been known to grow to around 2.7
+knockback
1D3+db crush metres (9 feet) in height. The Pertorog trolls are now
Fist 7 50% well established amongst the Variag people and the
+knockback
1D6+db crush forces of Gondor have encountered them on several
Kick/Stomp 7 60% occasions in their battles with the peoples of Harad
+knockback
and Umbar.
Thrown Rock 9 45% 2D6+db crush

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.

* A Vampire can attempt to create a powerful gust


of wind by buffeting its wings. Anyone within a 5
metre radius of the Vampires flight path-or within 5
metres if the creature is hovering must succeed in
an Effort roll in order to remain standing. Those who
fail are immediately knocked prone.

Skills: Language (Blackspeach) 100%, Language


(Westron) 100%, Listen 75%, Stealth 75%, Spot
70%, Sorcery 100%, Tracking 80%
POWERS
Cloaked in Darkness: Deep shadow surrounds the
Vampire like a cloak of darkness. All non-magical
light within 10 metres of it is extinguished or

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.

WATCHER IN THE Characteristic Roll Average


STR 18D6+24 87 MOVE: 10 swim
WATER CON 10D6+24 59 HIT POINTS: 73
@
SIZ 18D6+24 87 Damage Bonus:
Many are the nameless things that gnaw INT 5 5 +9D6
away at the roots of Middle-earth. In deep POW 3D6 10-11 Tres Fact: N/A
subterranean lakes buried within the caverns at the DEX 2D6+12 19
roots of the mountains, strange creatures dwell in
Hit Location Melee Points
the darkness. Occasionally one of these creatures
will find underground streams and follow them to Tentacle 1 01 5/13
the surface. There in stagnant ponds, where the Tentacle 2 02 5/13
water lies still and its depths murky, such creatures Tentacle 3 03 5/13
lay in wait for the unwary. Tentacle 4 04 5/13
The Watcher in the Water is one such Tentacle 5 05 5/13
creature that dwells in the stagnant lake that sits at Tentacle 6 06 5/13
the western gate to Moria. Few know of its
Tentacle 7 07 5/13
existence, but those who have felt its presence
seldom live to tell the tale of their encounter. Those Tentacle 8 08 5/13
amongst the Wise who have come to learn of its Tentacle 9 09 5/13
presence speculate that perhaps this foul creature Tentacle 10 10 5/13
was once a Kraken that found its way, through Tentacle 11 11 5/13
subterranean streams, to the west wall of Moria. Tentacle 12 12 5/13
Still others contend that it is a fell horror called forth Body 13-20 10/30
from the depths of the mountain by Durins Bane, NOTE: armour is the creatures natural thick elastic hide
the Balrog of Moria.
Despite this beasts origin, the Wise agree Strike Percent
Weapon Damage
that there must be others like it, for there are tales Rank age
amongst the Dwarves that speak of tentacle beasts # 1D10+db
Beak 12 55%
that lay within the still waters of subterranean lakes impaling
deep within the heart of the mountains. These 1D6+db
#
creatures are almost never seen, but make their Tentacle 3 75% crushing +
presence felt when the still surface of these waters knockback
suddenly boils as though heated with a great fire
from below and a writhe of tentacles surge forth to # A Watcher can attack up to twelve different targets
grasp any who stray too close to the lakes edge. All simultaneously with its tentacles. The first tentacle
who are taken are never seen of again. successfully striking a target will hold onto it, and
when a second connects, the two constrict the target
Gamemaster note: These creatures are until the target can escape or cut itself free. Each
rare indeed and perhaps would only ever be tentacle remaining around a target will do normal
encountered by adventuring characters once in damage each combat round. To escape from a
their lives, and only then in the depths of the earth tentacle, a character must make a successful STR
in underground lakes. The statistics provided below vs. STR resistance roll opposed by the Watchers
are for the species and not the specific creature STR, or must make a Difficult Effort roll to get a hand
known as The Watcher in the Water at the free to attack. Attacks against a Watcher while being
western wall of Moria. held by its tentacles are Difficult. Once two tentacles
have struck a target, the Watcher will attempt to drag
Gamemaster other note: When these it towards its mouth. A successful STR vs. STR
creatures attack, they seldom raise their body and resistance roll opposed by the Watchers STR must
head above the surface of the water. A victim of the be made in order to prevent being dragged into the
attack would only witness the writhing tentacles of creatures mouth the next combat round. Allies can
the creature. Each tentacle is around 30 metres in assist the victim by trying to prevent them from being
length. As such, when characters roll for hit dragged off. To do this they add their STR to the
locations when in combat with this creature, they victims STR and match this on the Resistance Table
should only roll a D12 instead of a D20. against the Watchers STR. Allies so assisting an
Gamemasters should only allow characters to roll a entangled victim cannot engage in combat with the
D20 for hit location if they are submerged within the creature only assist their friend from being dragged
water or if the creature emerges from the water. towards the water. On the combat round the target is
at the Watchers mouth; it will suffer a beak attack by
the creature.

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.

himself. This creature guarded the gates of Angband


WEREWOLVES and bit off Berens had, still holding the Silmaril. The
(Gaurhoth) Jewels holy light caused the creature intense agony,
searing its stomach and drove it mad. It met its end
when Huan and Beren fought and killed it. Sadly the
In the First Age of the Sun there came into battle was too much for Huan and he passed from
Beleriand a race of tortured spirits who were the this life as well.
thralls of Melkor. Whether they were Maiar spirits When Beleriand was destroyed, what
who once served the Dark Lord in Utumno and became of these creatures, the Wise do not know.
were stripped of their earthly forms by the Valar, or But it is certain that some must have survived and
whether they were bred from the race of Wargs, fed now lay scattered and hidden in the dark places of
until they were huge and ever hungry, and into the world, fearing the Valars wrath.
whom powerful Fell-spirits were thrust, is not known
by the Wise. Yet the Wise do know with certainty Gamemaster note: By the Third Age of the
that these evil spirits entered the forms of Wolves Sun, very few of these creatures are left within
by sorcery. Middle-earth. Those that are, are just as fearsome as
Werewolves were a fearsome race and those that held Tol-in-Gaurhoth in Beleriand and
their eyes glowed with a dreadful wrath and malice. should be treated with extreme caution, for only the
They were capable of speaking both the most powerful of heroes could be expected to survive
Blackspeech of the Orcs and the fair speech of the and encounter with such a beast. Even as such the
Elves of Beleriand. They resembled both huge tales of wolf-beasts that are spoken of in hushed
Wargs and Wolves and were capable of rising up tones around the fire hearths during the long winter
on their hind-legs for a short time when need nights tend to be embellishments on tales of large
demanded it. Wolves and Wargs and the damage they have done
In the long wars of Beleriand the greatest to local livestock. As such, a wise gamemaster can
number of these beasts came, under the banner of lull their player characters into a false sense of
Sauron, to the Noldor tower on the River Sirion, and security when it comes to what a Werewolf is truly
it fell before them. The tower was re-named Tol-in- capable of. For once one has encountered one of
Gaurhoth the Isle of Werewloves, and the Black these creatures, there is no mistaking that it is no
Enemys Lieutenant ruled there under his own ordinary Wolf or Warg that has grown to a larger than
banner. Beneath Tol-in-Gaurhoth there were deep normal size. Werewolves are pack animals and
dungeons, and on the battlements the Werewolves gather together in packs of up to twelve individuals
stalked. led by the largest creature (male or female) amongst
In the Quest of the Silmaril, the Wolfhound them. If a Werewolf is on its own, it will attract to it a
of the Valar, Huan, came to Tol-in-Gaurhoth and pack of Wargs who will treat it as their alpha male or
slew many Werewolves. At last one named female and pack leader. Normal, untainted Wolves
Draugluin, sire and lord of the Werewolf race, came however will shy away from a Werewolf and give it a
to fight Huan. There was a great battle, but in the wide birth, having nothing to do with it if at all
end Draugluin fled to the tower and throne of possible.
Sauron, his captain. Before his dark captain,
Draugluin spoke the name of Huan, whose coming
Characteristic Roll Average
had been foretold, then there before his master, all
bloodied and torn, Draugluin died. The Black STR 5D6+18 36 MOVE: 14
Captain then used his sorcery to shape-shift into a CON 3D6+18 29 HIT POINTS: 27
Werewolf himself. In size and strength he was SIZ 2D6+18 25 Damage Bonus
greater than Draugluin, but even so he could not INT 2D6+6 13-14 +3D6
best Huan who held the bridge and seized the POW 10D6 35 Tres Factor:
Black Captain by the throat. By no act of sorcery or
DEX 2D6+12 19 1000
strength of limb could the Black Captain free
himself from the jaws of Huan, he therefore Hit Location Melee Points
surrendered the tower to Beren and Lthien whom Right Hind Leg 01-02 8/7
the Wolfhound served. The evil enchantment fell Left Hind Leg 03-04 8/7
from Tol-in-Gaurhoth and the wolf-forms of the Hindquarters 05-07 8/11
dread spirits fell from the Werewolves. The Black Forequarters 08-10 8/11
Captain fled in the form of a great Vampire Bat, and Right Fore Leg 11-13 8/7
the power that held that realm of the Werewolves
Left Fore Leg 14-16 8/7
there in Beleriand was broken forever.
However, this was not the last of the Head 17-20 8/9
Werewolves, for the great Wolf of Angband was a NOTE: Werewolves have 8pts of natural armour.
Werewolf that was fed from the hand of Morgoth

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.

Gamemaster note: Not all men who serve


the Dark Lord meet this horrid fate, but only those
whom were never trustworthy servants but whose
own hunger for grasping power whilst escaping death
openned the way for the Deceiver and his servants to
beguile them unto their dying day leading them down
the path of their own un-death. As such these

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.

Wildmen of Dunland with Orcs to produce a horrid Strike Percent


Weapon Damage
Half-orc breed. Rank age
The Wildmen of Dunland are considered to Axe, Hand 7 55% 1D6+1+db bleed
be savages of the most detestable nature, little Club, Heavy 7 50% 1D8+db crush
more than animals in their behaviour and without
Comp. Bow 5 25% 1D8+1+db*
honour. They are highly superstitious and have
impale
abandoned the peaceful nature oriented religion of
the Dradan (or Wose) and Daen Shortsword 7 45% 1D6+1+db imp
Coentis/Dunlending cultures. They are now led by Spear, Long 5 55% 1D10+1+db imp
their Shamans who invoke the spirits of their Spear, Short 7 55% 1D6+1+db imp
ancestors for guidance. This is a weakness that has Torch 7 45% 1D6+flame
easily been exploited by the emissaries of the Note: all weapons are of low quality make (weapons
Enemy and also by Saruman. Both have conjured will have less hit points than listed in equipment
apparitions in order to direct these Wildmen into tables).
following their will.
In appearance, the Wildmen of Dunland are Skills: Appraise 40%, Brawl 50%, Craft
now very distinct from the Dunlending tribes west of (blacksmithing) 45%, Dodge 40%, Grapple 45%,
the Isen, south of the White Mountains and within Language (Dunnish) 80%, Language (Westron) 40%,
Eriador. The Wildmen are men of dishevelled and Listen 45%, Repair (weapons and armour) 35%, Spot
unkempt appearance, their clothing is of wide 45%, Status 35%, Throw 35%.
weave and an earthy brown and grey in colour and
POWERS
many have prominent incisors in their teeth that
give them the appearance of having fangs. They Magic: Only Wildmen Shamans will know some
speak their own tribal dialects of Dunnish and magic, which will be confined to Ritual and some
possess a very poor vocabulary of Westron. They Sorcery magical skill specialities at around 60%
are not very skilled in metalwork and only wear chance of success.
leather and hide armour. Their weapons also are of
a very crude nature.

Gamemaster note: The Wildmen of WOLF-KIND


Dunland are little more than brigands and
marauders who are disorganised and disunited. Middle-earth has many carnivorous species
Highly superstitious, they are easily frightened and
that populate it lands and regions. Perhaps the most
scared off. As a group they pose only a local threat
prolific carnivore species of them all is that of the
to the peoples of Rohan and at times the more
Wolves. These creatures reputation as fierce
civilised Dunlendings west of the Isen. However,
predators has earned them the respect of the Free-
they are easily dominated by a strong and powerful
peoples of Middle-earth. However the Enemy, ever
leader, organising them into more than just a minor
wishing to corrupt what is pure, has long sullied the
annoyance.
species of Wolf by breading strains of these
creatures that he has given his malice to. Whilst the
Characteristic Roll Average species of Wolf still remain as they have ever been
STR 3D6 10-11 MOVE: 10 within Middle-earth, Dire-wolves and Wargs now
CON 3D6 10-11 HP: 12 roam the lands and threaten the Free Peoples.
These creatures are a danger to any who travel
SIZ 2D6+6 13-14 Damage Bonus:
within Middle-earth. Where as one creature may be
INT 3D6 10-11 none subdued easily enough, these creatures never travel
POW 3D6 10-11 Tres Fact: 5 alone and adventurers will be confronted by a pack of
DEX 3D6 10-11 such creatures and easily surrounded.
Hit Location Melee Points To this day they remain an ever present
Right Leg 01-04 Variable/4 threat to the Free Peoples of Middle-earth.
Left Leg 05-08 Variable/4
Abdomen 09-11 Variable/4
Chest 12 Variable/5 WOLVES
Right Arm 13-15 Variable/3
Left Arm 16-18 Variable/3 The species of Wolf is identical to the
Head 19-20 Variable/4 creature listed and described on p. 340 of the BRP
NOTE: armour points will vary dependent upon the armour worn. Rulebook.
Will generally wear 2pt. leather, linen or animal hides.

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.

Zombies can be animated from a single


corpse, but are usually made from combining the
ZOMBIE
body parts of different corpses, all of the same
species. The reason for this is that it is rare to find a This is the standard Zombie undead
suitable freshly deceased body that can be created by Necromancers and Gaunt-lords. They are
animated to make a Zombie. Most bodies will only horrors and smell like a rotting corpse, which is what
have parts (a limb here, a torso there) that have not they are. They are capable of following only simple
gone beyond such a state of decomposition that will instructions and will generally attack in mobs, as an
prevent zombification from occurring. If a body is individual Zombie is easily killed or outsmarted.
too badly decomposed, the Necromancer will likely
opt to animate a Skeleton instead. Once a Zombie Gamemaster note: These types of Zombies
has been created however, the process of are generally used as guards by Necromancers or
decomposition will cease until the Zombie is killed. used to both destroy and cause fear in isolated
Once the Zombie has been killed however, the spell settlements of the Free Peoples. They are
that made it will be broken and the body parts will surprisingly agile and are free of rig amortise.
start to decompose again.
Zombies are incapable of speech, but those Characteristic Roll Average
with heads will be able to groan as air passes over
their rotting vocal cords. This will occur if there are STR 3D6 x1.5 15-17 MOVE: 8
holes in the Zombie allowing air to move into the CON 3D6 x1.5 15-17 HIT PTS: 14-15
chest cavity and exit via the mouth, passing over SIZ 2D6+6 13 Damage Bonus
the rotten larynx of the Zombie. Especially skilled INT 4 4 +1D4 to +1D6
Necromancers will cut minor incisions into the chest POW 1 1 Tres Fact: N/A
cavities of their horrors in order to create this effect DEX 2D6 7
and give their vile creations the sounds of moaning
Hit Location Melee Points
and groaning. Not only does this give these undead
the appearance of being in pain in their undeath, it Right Leg 01-04 0/5
also helps to cause fear in any who behold such a Left Leg 05-08 0/5
creature. Abdomen 09-11 0/5
Zombies have a pseudo-intelligence Chest 12 0/6
created by the magic that raises them. However Right Arm 13-15 0/4
they are not true intelligent beings. They can be Left Arm 16-18 0/4
programmed to perform the most basic acts Head 19-20 0/5
through the most basic of instructions (such as
patrol here, attack intruders etc), but they are NOTE: Zombies generally have no armour, but some
easily outwitted and cannot undertake any Necromancers may dress them in armour when they are
independent problem solving. created.
There are many different forms of Zombie Strike
that have been seen in Middle-earth, the most Weapon Percentage Damage
Rank
common ones have been described below.
Bite 12 50% 1D3 +db bleed
Claw 7 50% 1D3 +db bleed
Gamemaster note: The Zombies found in
Grapple 9 50% special
Middle-earth differ slightly from those detailed on
pp. 350-351 of the BRP rulebook. Middle-earth Weapon # 7 50% Weapon +db
Zombies do not hunger for flesh. They are simply
animated corpses that attack intruders without A unarmed Zombie can attack with two claw attacks
exception. As Zombies will fight with whatever and one bite attack per combat round.
weapons they have available to them, they will
attempt to bite their targets, and this may cause an NOTE: A Zombie will never attempt a Dodge or
infection around the bite area of any victim so Parry. A Zombie will continue to fight until hacked to
bitten. But Zombies will bite simply because it is a pieces. This requires severing the head, arms and
weapon at their disposal, not because they hunger torso (chest) of the horror.
for flesh to eat. Their digestive systems are rotten
and have long since stopped functioning. As such # A Zombie will use any weapon given to it by its
they require no sustenance, being maintained by Necromancer at the attack chance of 50%. This skill
the spell that created them. Though Zombies are chance never changes due to experience.
created by rituals and sorcery, dispelling magic
spells will not affect a Zombie. Skills: Sense (life) 50%

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.

NOTE: A Zombie will never attempt a Dodge or


This Zombie is stronger and more
Parry. A Zombie will continue to fight until hacked to
dangerous than its counterpart, and like the name
pieces. This requires severing the head, arms and
suggests, lacks a head. The reason for not
torso (chest) of the horror.
possessing a head is not just simply for the
purposes of fear and intimidation. As this horror
# A Zombie will use any weapon given to it by its
moves about, the air pushed through the chest
Necromancer at the attack chance of 75%. This skill
cavity and out through the open neck exhales a
chance never changes due to experience.
putrid rotting smell that is overpowering.
Skills: Sense (life) 75%
Gamemaster note: These types of
Zombies are more powerful and are created by POWERS
more powerful Necromancers. They have a more Animated Undead Stamina: Zombies need never
leathery skin than their counterparts. They are eat or drink, take only half damage from physical
surprisingly agile and are free of rig amortise. The attacks from normal un-enchanted weapons, and
air exhaled by these horrors is truly putrid. heal all injuries at five times the normal rate for that
of a man. Fire will however do normal damage to a
Zombie. Zombies do not have Weariness Levels (if
this option is being used) nor Fatigue Points (if the
option is being used) and need never make Stamina
rolls to resist weariness for any reason. Critical and
Special success attacks on Zombies have no affect

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.

of a man. Fire will however do normal damage to a


Zombie. Zombies do not have Weariness Levels (if
this option is being used) nor Fatigue Points (if the
option is being used) and need never make
Stamina rolls to resist weariness for any reason.
Critical and Special success attacks on Zombies
have no affect as Zombies feel no pain and cannot
suffer any shock from physical damage. Therefore
any Critical or Special success attacks made
against a Zombie will be ignored.
Bloody Hard to Hit: Due to the awkward shape
and size, not to mention the location (on the
ground, hidden behind an object, etc), of these
Zombies, they are difficult to hit. As such, all attacks
made against a Severed Arm are considered to be
Difficult.
Senses of the Animated Dead: Zombies do not
see, hear, smell, feel etc for their sensory organs
have long since ceased to function. The
necromantic sorcery that animates the Zombie
allows the undead creature to sense any life force
within a range of 50 metres. This is the same way
Skeletons perceive the world around them. This
magic also allows the Zombie to perceive the
environment they are in, giving them a shadowy
perception of the obstacles that exist in the world
around them. When they perceive the life force of
any creature, it is as if they were seeing a faint
illuminated misty image of the creature in their
world of shadows. Zombies do not suffer from any
Fear or Demoralisation spell affects and cannot
suffer from any effect from spells that affect the
mind.

e
G nesis 1:3 - And o
G d said, e
L t there be light, and there was light.
Creatures- page.98

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