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shines John 1:5 - The light sh ines in the darkness, but the darkness has not overcome it.

CREATURES FAIR AND FOUL: A MENAGERIE OF MIDDLE-EARTH IDDLEAKNOWLEDGEMENTS The inspiration for the creatures in this
chapter come from many sources and thanks is due to each one. The works of John Howe and Ted Nasmith have been a guiding inspiration for many a year when it comes to imagining Middle-earth in all its wonder and terror. Their images presented here come from many free sources off the web, but I owe them a great deal of thanks for this vision of Tolkiens amazing world. Other sources of inspiration come from a variety of places. There are creatures listed here that appear in the various depictions of Middle-earth that have appeared over the years, including in Peter Jacksons vision of The Lord of the Rings and in the Lord of the Rings Online: Shadows of Angmar Massive Multiplayer Online Game. In addition, the role playing games: Middle-earth Role Playing (MERP) and Deciphers Lord of the Rings RPG have also provided a great deal of inspiration and guidance. So has the Encyclopaedia of Arda. There are many images presented in this chapter that come from a variety of sources, some I have already noted and others from the Elfwood website (I have to confess that I cant remember which ones now and who created them, I apologise unreservedly for not giving you proper credit here). A great many come from that excellent game: Lord of the Rings Online: Shadows of Angmar Massive Multiplayer Online Game. Finally, a personal note as I want to thank a few people whom have been invaluable in providing source material, feedback and images for this work. Kevin Berger, the hapless French guy, has been of incalculable assistance to me in providing source material and I owe him a bunch! I also want to thank Dario (aka Pilous) from www.basicroleplaying.com for his assistance with excellent drawings which appear in this work and also for his advice providing another Tolkien fans viewpoint of the creatures presented here. All these sources and inspirations have come together to produce this chapter and have indeed fed into the whole Middle-earth BRP project. Hope you enjoy encountering these creatures as much as my rpg group hasnt!!! Hey, you cant make life easy for the players. They wanted adventure, and I gave it to em... Enjoy!

CREATURES OF MIDDLE-EARTH Wherever they turn, the heroes of Middleearth are challenged by fell beasts and creatures. Some are allied with the Enemy while others pursue corrupt ends for their own delight. The pages of this chapter provide statistics and descriptions of many of the creatures seen, mentioned, and described in The Hobbit and The Lord of the Rings. Some of the creatures listed here are allied to the Free Peoples, others are natural creatures of nature. Many however are creatures under the influence of the Shadow and as such characters will come directly into conflict with such creatures. The creatures depicted in this work are: Aurochs Balrog Barghest Barrow-wights Bats Bears Boar Crebain Crawler Dark-water Dragon-kind Cold-drake Fire-drake Winged-drake Drakes Wryvern Worm Wyrm Dourhand Dwarves (Petty Dwarves) Eagles, Great Earth-kin Ents (Onodrim) Fallen Maiar Bandrhoth Dindair Helegrog Rogmul Fell-beast Gaunt-lord Gauradan Ghost Giant Gorthorog Great Beast

Creature

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Griffin Huorn Kraken Losrandir (Caru) Lynx Mammoth Mearas Mewlip Morroval Neekerbreeker Oliphaunts (Mmakil) Orcs Orc Goblin Uruk-hai Half-orc Orc Player Characters Orc Ghoul Salamander Sabre-toothed Cat Sea Serpent Shade Sickle-fly Skeleton Spiders Lesser Spiders Giant Spiders Shelobs Spawn Spirits Fell Spirit Spectre Stoorworms Trolls Cave Trolls Forest Trolls Hill Trolls Mountain Tolls Snow Trolls Stone Trolls Pirtereg (Half-trolls) Olog-hai Vampire Watcher in the Water Watch-stones Angmars Ancient Watch-stones Fell Watch-stones Pkal Men Watch-stones, Animated Werewolves Wight Wildmen of Dunland Wolf-Kind Wolves Dire Wolf Wargs Wraiths Wraith Cargl Zombie Zombie

35 35 37 38 39 39 40 41 42 43 44 46 47 48 49 50 51 54 55 57 57 58 59 60 60 61 63 64 66 66 68 69 70 70 71 72 73 74 75 76 77 78 80 81 81 82 82 83 85 86 87 88 88 89 90 91 91 93 94 95

Headless Zombie Zombie, severed arm

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AUROCHS
Among the beasts that roam the lands, few inspire such respect from hunters as the Aurochs. Related to domesticated cattle, these creatures are known by their massive size and long, curving horns. Once the Aurochs roamed in massive herds all across Middle-earth, but in later days they have been reduced to a handful of areas on either side of the Misty Mountains. Aurochs are placid by nature and wish to be left alone, but will attack when approached. An Aurochs gives warning before attacking by twisting its neck back and forth, digging a groove in the dirt with each horn in turn. Some believe that the Aurochs relate to the fabled Kine of Araw, the quarry of Vorondil the Hunter, ancestor of the stewards of Gondor. It is said that Vorondil took the horn of his prey, and from it fashioned the great horn later carried by Boromir, son of Denethor. Rumours from northward suggest that Aurochs are now the quarry of hulking creatures who wear the Aurochs' long horns as part of their hunting garb. Little more can be said of these strange hunters.
Characteristic Roll STR 3D6+24 CON 3D6 SIZ 3D6+24 INT 4 POW 3D6 DEX 2D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Weapon Average 34-35 10-11 34-35 4 10-11 7 MOVE: 12 HIT PTS: 16-17 Damage Bonus +3D6 Tres Fact: N/A Points 3/5 3/5 3/7 3/7 3/5 3/5 3/6

BALROG
Balrog, Sindarin for 'demon of power, describes this creature full well. Like unto a gigantic man with wings and horns, it is filled with darkness, and yet fire covers it. A mane streams out behind it, and its dark wings fill the sky to either side. It carries two weapons: a great sword and many-thronged whip. Before the beginning of the First Age of Middle-earth, a Vala named Morgoth followed a path of pride that led him into darkness. Before Morgoth became a Dark Lord, he persuaded many of his fellows to join his service. When he fell, they fell with him. The greatest and most terrible of these became the Balrogs. Forsaking their fair forms in the early days of Middle-earth, Balrogs became the embodiment of wrath. During the First Age, they were the captains of Morgoths armies and the generals of his hosts. At the end of the First Age, the Dark Lord of Angband fell, and all but a handful of Balrogs fell with him. Those few that survived the destruction hid themselves in the deep places of the earth, waiting for the day when someone would awaken them and they could once again harrow Middle-earth. The Dwarves of Moria awakened such a creature slumbering under Caradhras. Acting alone, Durin's Bane slew the Dwarf-lords of Moria and cast the Dwarves there from their ancient homes. Gathering Trolls and Orcs around him, this Balrog ruled the mines as a tyrant for five centuries. At the end of the Third Age, Gandalf the Grey, while escorting the Ring-bearer through Moria, finally confronted the Balrog. Gandalf struggled for ten days with the Balrog of Moria before winning the struggle, though it cost him dearly. Balrogs like to surround themselves with the familiar elements of fire and shadow. Angband, Morgoths volcanic fortress, had both elements in abundance. Deep caverns under other Misty Mountain peaks than Caradhras may well be the dwellings of Balrogs, particularly near the Ettenmoors or in the wastes once populated by Dragons. In any given situation, Balrogs attempt to rule unless someone greater forces them to become his vassal. Whenever they are free to exert their will, they become tyrants. They gather servants (usually Orcs) about them, elevate the most powerful ones to the status of lieutenants, and rule their domain with an iron fist. The relationship between Sauron and surviving Balrogs-particularly Durins Bane, the Balrog 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

Strike Percentage Damage Rank @ 2D10+db crsh Butt 8 50% @ 6D6 crushing Trample 8 50% @ An Auroch cannot butt and trample in the same combat round. Skills: Listen 50%, Sense 50%, Spot 60%

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Balrogs or forced them into his service. It is almost certain that Sauron knew that a Balrog survived in Moria, but if Sauron had the power to command the Balrog, he never seems to have exerted it. In any event, of all the creatures in Middle-earth, it's likely that only Sauron himself had the ability to successfully command a Balrog. Even Saruman would hesitate from attempting this feat. Even the least of Balrogs is a suitable challenge for the greatest champions of the Free Peoples. Except in First Age, they should be encountered only in their lairs. These should not be incidental encounters; a confrontation with a Balrog should shake any campaign to its roots. Anyone with the courage and ability to withstand one deserves to be ranked beside the greatest heroes of old.

Note: A Balrog cannot use its claws at the same time it uses its sword and whip. @ A Balrog can attempt to create a powerful gust of wind by buffeting its wings. Anyone within a 10 metre radius of the Balrog must succeed in an Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Spot 80%, Listen 80%, Sorcery 100% POWERS Cloaked in Darkness: Deep shadow surrounds the Balrog like a cloak of darkness. All non-magical light within 10 metres of it is extinguished or dimmed, and anyone caught within this darkness is treated as being within semi-darkness as per the Darkness Spot Rules on p. 220 of the Basic Roleplaying rulebook, with all their Combat skills becoming Difficult. Heart of Fire: At the Balrogs heart is a fell power of fire. Most of the Balrogs were Maiar who were spirits of fire. As such living flame courses over every surface of a Balrogs body. It may Kindle Fire (as per the spell) with only a touch. Any creature or object in contact with the Balrog suffered 3D6 hit points of damage per combat round due to fire. If a character is in contact with the Balrog (for example the Balrog grasps or grapples the character), then their hair and clothing may catch fire as well. A successful POW x 1 roll avoids this. In addition, due to the smoke and heated air emanating from the Balrog, anyone within melee combat with a Balrog will be subject to the Choking, Drowning, and Asphyxiation Spot Rules on p.218 of the BRP rulebook, at 1D6 damage to CON. Magic Spells: Balrogs know all Sorcery spells. Due to the Balrogs Maiar nature, they do not make a Stamina rolls after casting spells. Overwhelming Presence: The sight of a Balrog is frightening, to say the least. Legolas cried out in fear and dismay when the Fellowship encountered Durins Bain within Moria. When a Balrog is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Power over Magic: Balrogs are primeval beings with considerable power over magic. A Balrog can spend one Combat Round to cast a counter-spell to any spell that has been cast. If the caster is still in the process of casting the spell, the Balrog can engage to caster in a POW vs POW resistance attack (use the resistance table matching the Balrogs POW against the casters POW). If the Balrog succeeds, caster fails to cast the spell. In addition, any spell that is less than seven levels in strength, will not affect a Balrog. Only spells with 7 levels or higher can hope to have any effect on a Balrog. Tainted Lair: The innate powers of a Balrog corrupt its home. Vile creatures are drawn to its abode, while

Gamemasters note: when characters

engage a Balrog in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Balrogs are immune to all fire attacks.

Gamemasters other note: though

Balrogs possess wings, they are incapable of flight. They are able to use their wings however to create a gust of wind in front of them. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Leg Left Leg Abdomen Chest Right Wing Left Wing Right Arm Left Arm Head Weapon 10D6 10D6 10D6 2D6+6 20D6 4D6 Melee 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 Average 35 35 35 13-14 70 14 MOVE: 12 HIT POINTS: 35 Damage Bonus +3D6 Tres Factor: 1000 Points 10/9 10/12 10/12 10/15 10/15 10/9 10/9 10/12 10/12 10/12

Strike Percentage Damage Rank 3D8+db bleed Flaming Sword 3 100% 2D6+3 entangle Flaming Whip 1 90% 1D6+db bleed Claw 5 100% 1D6+db bleed Claw 10 90% 2D6+db crush Kick 8 70% Wing Blast 8 90% @special

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good and natural creatures shun it. Anyone approaching the lair of a Balrog will feel unease and may become afraid (natural creatures will become spooked and flee in fear). Weapons of Flame: A Balrog carries two weapons. The first is an enormous sword-far too big for any man to wield-that does 3D8 damage. The second is a many-thronged whip that does 2D6+3 damage. On a Special success or better with the whip, a Balrog may entangle a foe. Anyone entangled must match their STR vs the Balrogs STR in order to remain standing or be bragged off at the mercy of the Balrog. To escape from the whips entanglement requires the entangled person to succeed in an Agility roll. This roll is considered Difficult.

Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Left Fore Leg 14-16 Head 17-20 Weapon Bite Claw

2/5 2/5 2/3 2/3 2/4

Strike Percentage Damage Rank 1D8+db bleed 9 50% 1D6+db bleed 7 60%

Skills: Listen 35%, Stealth 75%, Spot 60%, Tracking 40% POWERS 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 paralyse the victim with its horrifying stare. Characters encountering a Barghest must succeed in a Luck roll or inadvertently stare into the creatures eyes. If this occurs the character must then also succeed in a POW vs the Barghests POW roll on the resistance table. Failure means that the character is paralysed with fear for that combat round and can only parry, dodge or otherwise take defensive actions against the Barghest (they cannot cast defensive spells however). The victim may attempt another Luck roll next combat round in order to break free. If they succeed in the Luck roll, they are no longer paralysed by fear and can act normally. If they fail in the Luck roll, they are still affected by fear and can only continue to undertake defensive actions. Undead Stamina: Due to the evil spirit of the Barghest, this creature is possessed of some qualities found only amongst undead creatures. Barghest take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Barghests 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.

BARGHEST
There are more threats in the cliffs and crags of Eriador than Orcs and evil Men. Many creatures that walk on four legs, both natural and evil, stalk prey in the hills and fields of the Northern lands of Middle-earth. Of all the four-legged creatures which stalk the north-western lands, the Barghests are amongst the worst. Evil hounds akin in a way to the Werewolves, they are terrible creatures possessed of a weak Fell-spirit. They are rarely seen anywhere but ancient fields of battle and burial grounds, haunting the grassy knolls where the dead lay. They are a pack animal and attack any prey they see or smell, shredding them to pieces with their sharp fangs and powerful jaws. A Barghests eyes glow a dull red colour, betraying the evil spirit of the creature.
Gamemasters note: though the Barghest is
a living creature, it possesses qualities of some undead beings. This is due to the wicked spirit of the creature and makes it a dangerous being to cross paths with. This also explains why the creature is found mostly amongst places where the dead have been laid to rest. Characteristic Roll STR 3D6+6 CON 3D6 SIZ 2D6+4 INT 2D6 POW 2D6+8 DEX 3D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Average 16-17 10-11 11 7 15 10-11 MOVE: 10 HIT POINTS: 11 Damage Bonus +1D4 Tres Fact: N/A Points 2/3 2/3

BARROW-WIGHTS
Barrow-wights infest the withered, mummified corpses of the ancient nobility of the High Men of the North. They remain clothed in their burial shrouds or the ceremonial armour in which these were laid to rest. Many wear crowns or carry other bejewelled symbols of their host's status in life. The evil spirit animating the corpse causes the Barrowwight's eyes to shine a faint, cold light. In the 15th century of the Third Age, forces of the Witch-king of Angmar slew the last Dunadan

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prince of Cardolan and drove the surviving nobility into the vast, hilly fields of Tyrn Gorthad. Many of these refugees held that land sacred, as their greatest kings and heroes of old rested there in large burial mounds. It seemed like a fitting place for the Dunedain to take refuge and make a last stand. The Witch-king, however, did not see the surviving Dunedain as worthy of the attentions of his armies. Instead, as a plague ravaged the Northlands and threatened to eradicate the Dunedain of Cardolan completely, the Witch-king called forth hundreds of evil spirits and dispatched them to Tyrn Gorthad. The spirits entered and animated the corpses of the ancient Dunadan heroes and kings, turning them against their terrified descendants. By the time of the War of the Ring, only a few scholars remember the proper name of Tyrn Gorthad. Most call the region 'the Barrow-downs. While the great burial mounds that dot the hilly region are rumoured to contain great treasures, few dare to explore them because the Barrow-wights remain as well. Barrow-wights reside in the burial mounds of the Barrow-downs. They rarely venture more than a few hundred yards from the tombs they inhabit. Similar evil spirits also have been dispatched to infest the earthly remains of longdead leaders of Men elsewhere in Middle-earth. But by far the greatest concentration of such spirits is within the Barrow-downs. There are three types of wights. Faeryn (S. major wights; sing. Faeron) inhabit the tombs of the kings of Cardolan, of which there are few. Faerig (S. lesser wights; sing. Faereg) haunt the 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 modest barrows, many of which are clustered in groups along the down ridges or on smaller hillocks. Barrow-wights are solitary creatures who generally avoid one another and instead focus on living creatures that venture too close to their lairs. Only in cases where several heroes or great leaders were buried in the same tomb might more than one Barrow-wight be encountered in the same barrow. Barrow-wights only venture into the open during the darkest hours of night, as sunlight is lethal to them, killing them instantly. They only attack small groups of travellers or lone sentries, using their spells to ensure their attack comes as a surprise. Barrow-wights typically bring captured victims to their lairs, where they perform mock religious services or hold mock royal courts. In either case, they eventually kill their victims by consuming their life-force.

Some say valuable magic and coin can be picked off the ground by those brave enough to look, and they are correct. In fact, many of the people of Cardolan still lie unburied where they fell centuries ago, but the Barrow-wights know the locations of these corpses and often hide near them, in tunnels and camouflaged pits where they crouch ready to drag hapless heroes to doom in the inky underground darkness. In order to completely destroy a Barrowwight, the spell laid upon the barrow must be broken and the wight must be vanquished. If the spell upon the mound remains unbroken, the barrow will shortly be reoccupied by another wight. To break the spell upon the barrow, the treasure must be left free for all finders, although the slayer is permitted to take a few items from the hoard. To take all of the treasure for a purely good purpose may also break the spell. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head Weapon Weapon # Fist POW POW 2D6+6 2D6+6 @ 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 16-17 16-17 13 13 16-17 10-11 MOVE: 10 HIT PNTS: POW Damage Bonus +1D4 Tres Fact: 100 Points Variable*/POW** Variable*/POW** Variable*/POW** Variable*/POW** Variable*/POW** Variable*/POW** Variable*/POW**

Strike Percentage Damage Rank 7 70% Weapon +db see Icy Touch 8 60%

@ A Barrow-wights STR and CON are equal to its POW. The POW of a Barrow-wight will depend upon the grave that it inhabits and the wealth and status (in life) of its deceased occupant. Thus a Major wights POW will be 5D6+6, a Lesser wights POW will be 4D6+6 and a Minor wights POW will be 3D6+6. * A Barrow-wight will wear the rotten clothes or armour of its barrows interred occupant by animating the corpse, still dressed in its grave clothes or armour. ** The corpse itself is too brittle to have hit points and will either break or crumble if hit with an object. However, due to the undead nature of the wight, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage

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would (ie half rolled damage). Only magic and magical weapons will do full damage to a wight. A wights hit points are equal to its POW. Damage inflicted to a hit location of a wight will affect its total hit points only, as wights have no true hit locations, for only the corpse they animate possesses true hit locations. # A Barrow-wight will use a suitable weapon taken from treasure within its barrow. Skills: Listen 75%, Stealth 75%, Spot 60%, Sorcery 100%, Tracking 60% POWERS Magic Spells: Bladeshattering, Create Light, Evoke Fear, Fog-raising, Forgetfulness, Holding-spell, Spellbinding. Barrow-wights do not make Stamina rolls after casting spells. Some wights, particularly those who inhabit the bodies of the greatest Dunadan kings of old, know additional spells selected from this list: Blast of Sorcery, Command, Misdirection, Power of the Land, Shadow of Fear, Slumber, Veiling Shadow. Icy Touch: A Barrow-wight's touch is chill and deadly. For every combat round of contact, the victim loses 2 points of Strength and Constitution. When either attribute reaches 0, the victim falls unconscious for 2d6x10 minutes. Lost points are regained at the rate of 1 point of STR and CON per 10 minutes upon regaining consciousness-or in full upon the application of the spell Heal. Overwhelming Presence: The presence of a Barrow-wight is frightening. When a Barrow-wight is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -60% penalty to their resistance roll attempt. Undead Stamina: Barrow-wights need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Barrow-wights 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.

and still ponds. Even those who explore dark caves are more startled than truly afraid when the light of a lamp disturbs the slumbering creatures into a frenzied rush for the cave's exit. In these dark days, however, the wild creatures of Eriador are not as they once were. A shadow of corruption now spreads throughout the wilderness, bringing with it an unwelcome darkness. The bats of Eriador, once content to be concealed from villagers and townsfolk, have begun hunting larger creatures, even swarming to attack unwary travellers in the night. Adventurers from outlying areas tell tales of menacing creatures with huge, leathery wings, cold black eyes, and needle-sharp teeth that deliver wicked bites. These tales are troubling indeed, for these creatures of the skies are numerous throughout Eriador. If they now fly in the service of a dark master, travel by night is likely to be perilous, even for the wariest adventurer. The details provided here are for the larger variety of bats that dwell now in the tainted lands of Eriador, such as Angmar, and in the lairs of the creatures of Darkness. For the smaller, more common variety of insectivorous bats, gamemasters may wish to use the Insect Swarm creature rules on p.336-337 of the BRP rulebook as these bats are far too small to require detailed characteristic descriptions here, with the obvious difference being that bats have no stings. Instead of the insect swarm sting, gamemasters may substitute the bats bite. This assumes that the bats are swarming in for the attack and not just trying to fly past. If these small bats are just been disturbed by someone and are swarming in order to fly away, use their Swarming Presence power below and do not include any bite attacks. Characteristic Roll STR CON SIZ POW DEX Hit Location Right Claw Left Claw Body Right Wing Left Wing Head Weapon Bite 2D4 2D6 2D4 2D6 1D6+18 Melee 01-03 04-06 07-12 13-15 16-18 19-20 Average 5 7 5 7 21-22 MOVE: 1/12 fly HIT PTS: 9-10 Damage Bonus none Tres Fact: N/A Points 0/2 0/2 0/4 0/2 0/2 0/3

BATS
For those who wander beneath the moonlight on tranquil evenings in Eriador, the sound of bat wings in the darkened sky rarely brings a sense of fear or dread. In the wilds of 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

Strike Percentage Damage Rank 1D4 bleeding 7 40%

Skills: Listen 100%, Spot 35%

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POWERS Aerial Dodge: When all bats are in flight they are able to manoeuvre will excellent precision due to their capacity for sonar navigation. As such, all attempts to hit a bat in flight are considered Difficult. Swarming Presence: When small bats are in flight they prefer to stay tightly packed flying together manoeuvring in excellent precision due to their capacity for sonar navigation. Any character caught in such a swam will have all their actions considered to be Difficult for the duration of their presence within the swarm.

Hit Location Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head Weapon Bite Claws (x2) Slap

Melee 01-02 03-04 05-07 08-10 11-13 14-16 17-20

Points 3/5 3/5 3/7 3/7 3/5 3/5 3/6

Strike Percentage Damage Rank 1D10+db bled 8 25% 1D6+db bleed 3 40% 1D3+db crush 5 25%

BEAR BEARS
Despite the many dangers which lurk in the dark corners of the woods and mountains, Middle-earth is not solely populated by evil beasts and monsters. In nearly every region, animals of a most natural order can be found roaming, going about their own business. Not all of these animals are harmless, however. There are many dangers which do not serve the Enemy in Mordor. The bear is just one such animal that can pose a danger to any who cross their path. Bears of different breeds can be found throughout Middle-earth, favouring wooded mountains and forested hill-lands. Individual bears of some breeds can grow to very large sizes. These large omnivores will warn you before they attack, but still they should not be taken lightly. Ignoring a bear could result in unfortunate circumstances. Brown bears are the smallest of the bear varieties and can be found throughout all the forests, plains and woodlands of Middle-earth. The Grizzly bear is a more aggressive species than the Brown bear and can be found in the mountains and forests of northern Middle-earth, from Gondor northwards. Polar bears are by far the most aggressive of the bear species, never turning down a chance for a meal as they can never be sure that they will survive long enough for another chance to come along. Polar bears are found across the far north of Middle-earth, around the ice bay of Forochel and throughout the Northern Wastes and the northern slopes of the Grey Mountains
Brown Bear Characteristic Roll STR CON SIZ INT POW DEX 3D6+10 2D6+6 3D6+10 5 3D6 3D6 Av. 20-21 13 20-21 5 10-11 10-11 MOVE:14 (8 swimming) HIT POINTS: 17 Damage Bonus +2D6 Tres Fact: N/A

Bears can attack twice in a combat round, using either two separate claw attacks or one claw and one bite attack. Skills: Climb 40%, Listen 75%, Sense 75%, Spot 60% Grizzly Bear Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head Weapon Bite Claws (x2) Slap 4D6+10 2D6+8 3D6+12 5 3D6 3D6 Melee 01-02 03-04 05-07 08-10 11-13 14-16 17-20 Av. 26-27 15 23-24 5 10-11 10-11 MOVE:14 (8 swimming) HIT POINTS: 19 Damage Bonus +2D6 Tres Fact: N/A Points 4/5 4/5 4/8 4/8 4/5 4/5 4/7

Strike Percentage Damage Rank 1D10+db bled 8 35% 1D6+db bleed 3 50% 1D3+db crush 5 35%

Bears can attack twice in a combat round, using either two separate claw attacks or one claw and one bite attack. Skills: Climb 40%, Listen 75%, Sense 75%, Spot 60%

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Polar Bear Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head Weapon Bite Claws (x2) Slap 5D6+10 3D6+8 5D6+10 5 3D6 3D6 Melee 01-02 03-04 05-07 08-10 11-13 14-16 17-20 Av. 30-31 17-18 30-31 5 10-11 10-11 MOVE:14 (8 swimming) HIT POINTS: 25 Damage Bonus +2D6 Tres Fact: N/A Points 6/7 6/7 6/10 6/10 6/7 6/7 6/9

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head Weapon Tusk 3D6+6 2D6+9 2D6+3 5 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 20 15 10 5 10-11 10-11 MOVE: 10 HIT POINTS: 13 Damage Bonus none Tres Fact: N/A Points 2/4 2/4 2/6 2/6 2/4 2/4 2/5

Strike Percentage Damage Rank 1D10+db bled 8 45% 1D6+db bleed 3 60% 1D3+db crush 5 45%

Strike Percentage Damage Rank 1D6+2+db imp 8 45%

Skills: Listen 50%, Sense 50%, Spot 60%, Tracking 40%

Bears can attack twice in a combat round, using either two separate claw attacks or one claw and one bite attack. Skills: Climb 40%, Listen 75%, Sense 75%, Swim 80%, Spot 60%

CREBAIN
These menacing black birds from the lands 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 crow-like creatures darken the skies on their mission of evil. But be warned, even one Crebain is capable of alerting the enemy with the swiftness of the wind. Crebain are native to Fangorn and Dunland.
Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Body Right Wing Left Wing Head 1D4 1D6 2 6 3D6 1D6+18 Melee 01-03 04-06 07-12 13-15 16-18 19-20 Average 2-3 3-4 2 6 10-11 21-22 MOVE: 3/12 fly HIT PNTS: 3 Damage Bonus none Tres Fact: N/A Points 0/1 0/1 0/2 0/1 0/1 0/1

BOARS
Boars are wild, feral pigs with wiry coats, long tusks and extremely poor dispositions. They are commonly encountered in small groups of two to 12 individuals. Boars are omnivorous, though the majority of their diets is composed of roots and berries. They are ferociously territorial creatures, who will attack a much larger creature without hesitation. Boars of every kind are often found in plains, woodlands and forests. Though none now are as terrifying or mighty as the great boar of Everholt that once terrorised the Firien Wood in Rohan, these tusked pigs are generally wild and vicious. Care should be taken when travelling through the woods, for the rustle in the underbrush may not be a hare or squirrel.

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Weapon Beak Claw

Strike Percentage Damage Rank 1D4+1 impale 8 35% 1D3 bleeding 8 35%

their prey, immobilizing it and beginning the digestion process. They then suck the contents of the goo up afterwards. Fascinating but disgusting. They dont make good pets! Characteristic Roll STR CON SIZ POW DEX Hit Location Tail Body Head Weapon Bite Spit Goo Average

Skills: Spot Hidden 70%, Listen 75%, Understand/Speak language see below POWERS Dextrous Flight: Crebain are artful dodgers when it comes to flying and are masters at trying to avoid being hit by projectiles. When a Crebain is in flight, all attacks made against it are considered to be Difficult. Understand Languages: Crebain poses the uncanny knack of understanding languages. How this is possible, the Wise do not know. But this ability makes them useful as both spies and sentries and thus many Crebain can be found in the service of cruel masters aligned to the Shadow. Crebain especially trained to be spies by the forces of Darkness will possess the ability to understand various languages as though they have the relevant language skill at a 75% chance of success. Crebain cannot talk however and thus for their masters to understand them, they will be taught to respond to simple questions in a variety of ways. This gives the Crebain the equivalent of speaking their masters language as though they possessed the relevant language skill at a 35% chance of success. These skill chances do not change with experience however.

3D6+18 28-29 MOVE: 12 1D6+12 15-16 HIT PTS: 17-18 4D6+6 20 Damage Bonus 3D6 10-11 +2D6 3D6 10-11 Tres Fact: N/A Melee Points 01-06 3/6 07-14 3/8 15-20 3/6 Strike Percentage Damage Rank 1D6+db bled 8 50% Acid Damage 2 75%

Skills: Smell 35%, Spot 40%, Track 40% POWERS Acid Damage: Acid damage from a Crawlers goo spit is considered to be a very strong acid (see Acid Spot Rules on p. 211 of the BRP rulebook) doing 1D6+1 points of damage per round. The spit can be neutralised by washing in lots of water. The goo is very sticky and globulous, being roughly half a metre in diameter for each spit attack. In order to escape being immersed within the goo, a character must succeed in an Easy Effort roll. Some of the goo will 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 roots. Rarely do such creatures make their way to the surface from the deep caves they habit. The crawler is one of the few examples of such creatures. Elven scholars believe that the crawler was once a small natural centipede like insect that inhabited the caves and ash-mountains of Mordor and Angmar. However the insects proximity to these lands of Shadow have seen it tainted to become the creature it is today, a very large acid spitting centipede. Crawlers have found their way into the mountains and foothills of Middle-earth and are a danger to the unwary.
Gamemasters note: A crawlers acid spit is
a sticky goo that can reach twenty or so meters. It consists of the crawlers digestive juices. Crawlers digest their food by spitting their digestive fluids at

DARK-WATER
In Elven-tales, the dreadful Mornen, known as a Dark-water in the Westron language, is a creature formed from the depths and brought into being by evil spirits. Rising from the rivers and lakes of Eriador to fight the unwary, these beings of shadow and seething liquid are said to have originated in the darkness of Angmar during the reign of the Witch-king long ago. Their essence remains strong to this day, and they will relentlessly attack the Free Peoples of Middle-earth with no fear of death. The Dark-water (Mornen in Sindarin, pl. Mernin) is a creature of water created by evil spirits bound to Middle-earth by dark powers, and as such are akin to the wights of the Great Barrows. Adventurers should take warning from the dark mist that often swirls beneath the surface of a lake or

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swamp before the Dark-water rises to strike with cold hands. They should be especially wary of the crowned Mernen, who rule their kind in mockery of the Kings of Nmenr. A Dark-water, when it emerges, hovers above the water or ground at the height of a normal man and appears as though it is a watery skeleton clad in watery armour. In the place of its legs however, a stream of dripping water connects it to the body of water it inhabits. The creature appears as though it is made of water cascading through it giving it shape, and though it generally appears the same colour as the water it inhabits, it may take on a different colour if the Fell-spirit that creates it is powerful enough to so.

A Mornens CON is equal to its POW. Its Hit Points are equal to the Mornens CON + SIZ. Skills: Dodge 70%, Sense 50%, Spot 50%, Swim 100% POWERS Drowning: To drown an opponent, a Dark-water must be in its formless shape, submerged within a body of water, where it can engulf its target. The Dark-water must match its STR verses the targets DEX on the Resistance Table. If successful, the target begins to drown. Each combat round, the attempt must be repeated but if it succeeded in the previous combat round attack, the current drowning attempt against the target is considered to be Easy. This will be the case until the target has either broken free or is dead. See the rules for Drowning on page 218 of Chapter Seven: Spot Rules. Water Bolt: A Dark-water can cast water-bolts without restriction whilst located either within or above a water source. However, it the Dark-water travels on to dry land, it cost 1 Power Point to cast a water-bolt, for each bolt cast. Armour provides no protection against a water-bolt as the damage occurs from the crushing effect of the impact force of water hitting the target. A shield however can be used to block the bolts damage with any damage that passes through the shield being passed on to the shield arm of the defender. Slow-Healing: Dark-waters can only heal and regain power points by submerging within water and becoming formless. They regain 1 power point and 1 hit point per hit location for each combat round that they remain formless within water.

Gamemasters note: When in water, a

Mornen will behave to all intents and purposes as though it were the same as a Water Elemental as described in the Elementals section of the Creatures Chapter of the BRP rulebook (refer to pages 354-357). It will however be formless, remaining so until it chooses to emerge from the water. Only when it emerges from the depths will its true nature and appearance be identifiable. A Darkwater can chose to move across the ground but will lose 1 point of STR for each 20 metres if travels from its source of water. Like elementals, a Darkwaters hit points are derived by adding its CON and SIZ together. Also like a water elemental, Darkwaters do not heal lost HP or regenerate power points and possess no armour. However they are invulnerable to normal attacks and can only be damaged by magic or magical weapons. When the Dark-waters hit points are reduced to 0 HP or it spends all of its power points, it dissipates as the Fell-spirit that creates it is destroyed, leaving only a puddle of water behind. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Water Stream Abdomen Chest Right Arm Left Arm Head Weapon Water-bolt Drowning Average 6D6 21 MOVE:10/12swim @ POW 15 HP: 25-26 3D6 10-11 Damage Bonus 8 5 +1D4 2D6+8 15 Tres Fact: 20 2D6+6 13 Melee Points 01-08 0/7 09-11 0/7 12 0/9 13-15 0/6 16-18 0/6 19-20 0/7 Strike Percentage Damage Rank 1D8+1+db crush 7 80% STR vs special 1 Target DEX

DRAGON-KIND
In the depths of time, the great race of dragons was bred by Morgoth in his dark realm of Angband. These terrible beasts are capable of spewing gouts of flame and crushing stone and metal with little effort. The greatest of all dragons was Glaurung who was the bane of the First Age. Glaurung was slain by Turin, but the creature wrought great harm in the lives of all he loved before its demise. Few dragons survived the fall of Beleriand, and fewer still remain in the Third Age. Smaug the Golden was the greatest of those who fled to Middle-earth, and he was slain by Bard the Bowman, who then became King of Dale. Dragons are reptiles possessed of a spirit of malice and evil. They are powerful and greedy, highly intelligent and immensely strong. These, some of the most ancient of Middle-earths creatures, are divided

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into three distinct strains: Fire-drakes, Wingeddrakes, and Cold-drakes. Akin to the dragons are their lesser cousins, the Drakes. Drakes were an early study in the breeding of the dragons by the Shadow and are described under a separate heading below. Throughout the ages, Dragons have been the bane of the Free Peoples. They are savage, fell monsters with the power to raze entire cities and destroy whole armies. Their lust for treasure rivals that of the Dwarves, and these two great races have come into conflict often with disastrous consequences, especially for the Dwarves. Many vaults of treasure were lost to the foul beasts of the North. In fact, Dragons consumed four of the Dwarves Seven Rings of Power. Though the hoards of wealth acquired by Dragons can outshine those entire kingdoms, Dragon-treasure comes at a high price. Many mortals find themselves obsessed with these great stores of riches, so much so that they are willing to die to attain such fortunes for themselves. Although many have fallen under the merciless onslaughts of Dragons, a good number of those who survived were corrupted by their desire for the dragons hoard and later died fighting over them. Dragon treasures may include everything from gems, jewels, and gold to works of art, enchanted objects, and lost knowledge in the form of ancient books and scrolls. Though the Wise realise the folly of seeking out Dragons of any breed, at times they are forced to undertake such missions to recover powerful weapons needed in the struggle against the Enemy. This is the most likely reason a company of adventures would encounter a Dragon. Dragons are capable of wreaking incomparable havoc, but their incredible strength and destructive power are offset by their need for long periods of rest between assaults. For each major battle a Dragon is involved in, they must rest afterward for many years. The Enemy has therefore always used them cautiously, fearing to overtax his greatest offensive weapon. The three different strains of dragon are each detailed in a separate sub heading below.

COLD - DRAKES
Little is known of the history of the Colddrakes (also known as Great Worms). They are believed to be a failed experiment of Morgoth, a step along the road to the breeding of the stock of Firedrakes (whose breeding later gave rise to the Winged-drakes). Whether the Great Enemy abandoned the Cold-drakes or was unable to maintain control over these, the most bestial of the three strains, is unknown by the Wise. In any case, unlike the Fire-drakes or Winged-drakes, they were never used in service to the Enemy. Durins Folk were driven from the Grey Mountains in TA 2589, after a Cold-drake slew Din I and his son Frr. Since then, no Cold-drakes have been sighted outside of the Grey Mountains or the wastes to the North. Indeed Cold-drakes are found only among the Grey Mountains and in the cold wastes beyond. They never venture far from their lairs, lacking the mobility of the Winged-drakes. Cold-drakes are immense creatures, larger, stronger, and more agile than their brethren the Firedrakes. They are covered in impenetrable scales, range in length from 24 to 36 metres, and do not breathe fire as other dragons do. They are viciously solitary, marking their territories to warn off intruders. Those daring to venture into their domains whether man, beast or dragon are stalked and killed. The few Cold-drakes living beyond the Grey Mountains in the frozen north are the unrivalled masters of their parts of the Northern Waste. No other predator dares challenge them. These creatures are the true Worms as described in the Dwarven and Elvish legends and are related to the more diminutive Worms that are later described under a separate entry (see Drakes below).

Gamemaster note: when characters

engage a dragon in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used.

Gamemaster note: Cold-drakes rarely leave their territories, but neither do they hide from the rest of Middle-earth like their Fire-drake cousins. For this reason, they are the breed of dragons that the Adventurers are most likely to encounter accidentally, especially if they travel in the Grey Mountains or further north. As with any dragon used in the game, Cold-drakes should be pitted only against the most experienced of characters. They should be employed sparingly, only one encounter per character could 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.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head Weapon Claw Bite # Tail Swipe
@ @

Average 70 35 105 8 20 16-17 MOVE: 10 HIT POINTS: 70 Damage Bonus: +10D6 Tres Fact: 1,000 Points 12/24 12/24 12/24 12/29 12/29 12/24 12/24 12/24

20D6 10D6 30D6 8 4D6+6 3D6+3 Melee 01-02 03-04 05-06 07-10 11-14 15-16 17-18 19-20

FIRE - DRAKES
Fire-drakes are immense creatures, and are spawned from their cousins the Cold-drakes. These creatures measure around 30 metres from muzzle to tail. Like their cousins the Cold-drakes and Wingeddrakes, Fire-drakes are covered in impenetrable scales. Fire-drakes are named such because they can expel a great plume of fire from their maws, incinerating all within the cone of fiery destruction. Unlike the Winged-drakes, however, they possess no wings and cannot fly. The Fire-drakes were the most common strain of dragon during the First Age. Many Firedrakes wreaked destruction throughout the ages, including the razing of Gondolin by a host of dragonkind. Fortunately for the Free Peoples, most of the Fire-drakes were slain before the beginning of the Second Age. Only the strongest and most cunning survived. The greatest of all dragons, Glaurung, was a Fire-drake. After the Second Age, Fire-drakes can be found only in deep underground caverns, secret places where they can store their treasures without fear of discovery, for they have no more interest in the fate of the world or of the creatures that scurry across its surface. They seek only to rest, weary as they are from their long service to the Enemy. They could not be commanded to return by the Enemy unless he posses the One Ring. The boundless savagery and greed of the Fire-drakes makes them the most solitary of the three types of dragons. They shun any semblance of society, interacting with others of their kind only to breed. Even the young are ousted early from the nest, forcing them to survive on their own or die. For this reason, only the strongest, most cunning, dragons reach adulthood.
the most powerful creatures ever to walk Middleearth, rivalling even the mighty Balrogs. As such, they should be encountered by adventurers with great caution. From the Third Age on, Fire drakes are almost impossible to find as they pursue only solitude. Characters who encounter a Fire-drake, therefore, have purposely sought it out, most likely hoping to vanquish the beast and win its hoard. These characters deserve what they receive when challenging a Fire-drake. Only highly skilled characters have even the slightest chance of surviving such an encounter.

A Cold-drake can strike with two claws per combat round. The first claw strikes on the SR indicated while the second claw will strike 5 SRs after that. A dragons tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Skills: Listen 85%, Spot 90%, Sense 70%, Track 80% POWERS Overwhelming Presence: The sight of a Colddrake is frightening, overpowering and awe inspiring to say the least. When a Cold-drake is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Slow-Healing: Fire-drakes have an extremely slow rate of natural healing. After ten years of rest, a Fire-drake recovers 2 Hit Points per damaged location per year (or just 2 Hit Points per year if the optional hit location system is not being used).

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Strike Percentage Damage Rank 4D6+db bleed 3 90% 7D6+db bleed 10 70% 5D6+db crush 8 60%

Gamemaster note: Fire-drakes are among

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head Weapon 20D6 10D6 25D6 4D6 4D6+6 3D6+3 Melee 01-02 03-04 05-06 07-10 11-14 15-16 17-18 19-20

Average 70 35 80-90 13-14 20 16-17 MOVE: 10 HIT POINTS: 63 Damage Bonus: +8D6 Tres Fact: 5,000 Points 15/21 15/16 15/16 15/26 15/26 15/16 15/16 15/21

the character. All characters in close quarters with a dragon must succeed in a Luck Roll or look into the eyes of the dragon. Once this has occurred, the character must resist the Dragons POW on the Resistance Table in a POW vs POW resistance roll. Should the character fail in the resistance roll, they will become stupefied and unable to do anything. They will suffer memory loss and be unable to remember who they are or why they are where they are or even where they have been. This stupefaction will last for a number of days equal to the dragons POW. After the beguilement wears off, the character will regain their memories only slowly, over a period of months. Even so, the character will forget all contact with the dragon has occurred. Bewilder: Through its superior intellect, a Fire-drake can confuse any opponent with whom it converses. Every round the Fire-drake speaks all those able to hear its words must succeed in an Idea roll or be unable to act for a Combat Round due to their confusion. Overwhelming Presence: The sight of a Fire-drake is frightening, overpowering and awe inspiring to say the least. When a Fire-drake is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Slow-Healing: Fire-drakes have an extremely slow rate of natural healing. After ten years of rest, a Firedrake recovers 2 Hit Points per damaged location per year (or just 2 Hit Points per year if the optional hit location system is not being used).

A Fire-drake can strike with two claws per combat round. The first claw strikes on the SR indicated while the second claw will strike 5 SRs after that. A dragons tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). *A dragons fire covers an area 3 meters in diameter and has a range equal to the dragons POW in meters, using the rules for Area Attacks on page 213 of Chapter Seven: Spot Rules of the BRP rulebook. A dragons flame breath does 4D6 points of damage to the target, though armour will protect against this damage. If the optional hit location system is being used (recommended by this GM!), this damage is applied to all the targets hit locations equally. 4D6 is rolled once, and the damage is applied to each hit location. A dragon must expend 1D6 power points to belch forth flame. Additionally, the target is likely set on fire. See the spot rules for Fire and Heat on page 223 of Chapter Seven: Spot Rules of the BRP rulebook. Skills: Listen 85%, Spot 90%, Sense 70%, Track 80% POWERS Beguile: When a character encounters a dragon at close quarters, the dragon can attempt to beguile

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Strike Percentage Damage Rank @ 4D6+db bleed Claw 3 90% 7D6+db bleed Bite 10 85% Breathe Flame 12 90% 4D6+special* # 5D6+db crush Tail Swipe 8 50%

WINGED - DRAKES
of their kindred. Like Fire-drakes, they can spew forth jets of fire from their maws. Also, they can fly, enabling them to spread their paths of destruction far and wide. Of the three types of dragons, the Wingeddrakes are the most numerous relatively speaking in the Third and Fourth Ages. Among the best known of this breed are Ancalagon the Black, Scatha of the Grey Mountains, and Smaug the Golden. The Winged-drakes are set apart from their brethren by their great wings, whose span is equal to the length of their bodies, up to 24 meters. Wingeddrakes grow up to 24 meters in length. The Winged-drakes are the royalty of dragons. They maintain a definitive hierarchy determined solely by the size of each dragons hoard. Female Winged-drakes are highly prized and protected. Male dragons wishing to mate must offer a female sufficient treasure or service in the form of protection to gain her willingness to spawn

Winged-drakes are considered the greatest

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Strike Percentage Damage Rank @ 4D6+db bleed Claw 3 80% 7D6+db bleed Bite 10 75% Breathe Flame 12 100% 4D6+special* # 5D6+db crush Tail Swipe 8 50% special Wing Blast** 8 N/A @ A Winged-drake can strike with two claws per combat round. The first claw strikes on the SR indicated while the second claw will strike 5 SRs after that. Weapon
#

A dragons tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). *A dragons fire covers an area 3 meters in diameter and has a range equal to the dragons POW in meters, using the rules for Area Attacks on page 213 of Chapter Seven: Spot Rules of the BRP rulebook. A dragons flame breath does 4D6 points of damage to the target, though armour will protect against this damage. If the optional hit location system is being used (recommended by this GM!), this damage is applied to all the targets hit locations equally. 4D6 is rolled once, and the damage is applied to each hit location. A dragon must expend 1D6 power points to belch forth flame. Additionally, the target is likely set on fire. See the spot rules for Fire and Heat on page

Gamemaster note: Of all the breeds of

dragons, the Winged-drakes are the most likely to be encountered by characters. Though not as strong as the Fire-drakes, their ability to fly gives

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offspring. For this reason, female Winged-drakes, though less seen, are among the wealthiest of the breed. Though they rarely work together, except under the duress of the Enemy, Winged-drakes never attack one another over treasure or for any other reason. At the same time, they never come to the aid of another, unless it is a female to whom they owe protection. The great host of the Winged-drakes first appeared in the Great Battle that ended the First Age. Those winged dragons that survived retreated into their mountain homes, neither seen nor heard from again until Third Age 2570, when they reappeared in the Grey Mountains to make war on the Dwarves and the othod. By Third Age 2589, the combined forces of the Winged-drakes and the Cold-drakes forced the Dwarves to flee the Grey Mountains. In Third Age 1981, around the time the Dwarves were expelled from Moria, the winged dragon known as Scatha made his lair deep in the Grey Mountains, taking possession of a lost Dwarfhoard. When Fram son of Frumgar of the othod slew the beast, the riches became the centre of a great dispute between men and dwarves, both of whom laid claim to the vast treasure. In the end, the rival parties slew each other, furthering the belief in the curse of dragon-treasure. Many years later, omer of Rohan bestowed upon Meriadoc Brandybuck the Horn of Buckland, one of the items from Scathas hoard. In Third Age 2770, Smaug, hearing of the great wealth of the Dwarves, emerged from a long slumber to assail the Dwarf-kingdom of Erebor, east of Mirkwood. So massive was the onslaught that most of the dwarves within the Lonely Mountain were annihilated, as well as the nearby town of Dale. Smaug then collected all the treasures of Dale and Erebor, gathering them into one hoard upon which he rested for decades. Realising the devastation that might be wrought if the Enemy should manage to gain control over the beast, Gandalf assembled a company of dwarves under the leadership of Thorin Oakenshield which included the hobbit Bilbo Baggins and led them in an assault on the Lonely Mountain in the year Third Age 2941. In the end, a man called Bard of Dale pierced the single unarmoured spot on the dragons underbelly, and the dead beast plummeted into the Long Lake, destroying the lake-town of Esgaroth. From then on, all inhabitants of Esgaroth avoided the place where Smaug fell, fearing the dragons remains have cursed the area forever.

them the greater mobility, enabling them to strike unexpectedly and assail entire cities until every structure is aflame. A Winged-drake is a formidable foe. They should be used as the ultimate or penultimate adversary in any campaign. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Wing Left Wing Right Fore-leg Left Fore-leg Head 20D6 10D6 20D6 4D6 4D6+6 3D6+3 Melee 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 Average 70 35 70 13-14 20 16-17 Points 18/14 18/18 18/18 18/22 18/22 18/14 18/14 18/18 18/18 18/18 MOVE: 10/12 fly HIT POINTS: 53 Damage Bonus: +8D6 Tres Fact: 10,000

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

223 of Chapter Seven: Spot Rules of the BRP rulebook. **A Winged-drake can create a powerful gust of wind by buffeting its wings. Anyone within a 10 metre radius of the dragons flight path-or within 20 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: Listen 85%, Spot 90%, Sense 70%, Track 50% POWERS Beguile: When a character encounters a dragon at close quarters, the dragon can attempt to beguile the character. All characters in close quarters with a dragon must succeed in a Luck Roll or look into the eyes of the dragon. Once this has occurred, the character must resist the Dragons POW on the Resistance Table in a POW vs POW resistance roll. Should the character fail in the resistance roll, they will become stupefied and unable to do anything. They will suffer memory loss and be unable to remember who they are or why they are where they are or even where they have been. This stupefaction will last for a number of days equal to the dragons POW. After the beguilement wears off, the character will regain their memories only slowly, over a period of months. Even so, the character will forget all contact with the dragon has occurred. Bewilder: Through its superior intellect, a Wingeddrake can confuse any opponent with whom it converses. Every round the Winged-drake speaks all those able to hear its words must succeed in an Idea roll or be unable to act for a Combat Round due to their confusion. Overwhelming Presence: The sight of a Wingeddrake is frightening, overpowering and awe inspiring to say the least. When a Winged-drake is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Slow-Healing: Winged-drakes have an extremely slow rate of natural healing. After ten years of rest, a Winged-drake recovers 1 Hit Point per damaged location per year (or just 1 Hit Point per year if the optional hit location system is not being used).

The DRAKES
The winged Drakes whom now inhabit the stony hills and mountains of Middle-earth are mere shadows of the once-great majesty of their forebears. They hunt the landscape for aurochs, bears, and other large animals with which to feed their young drakelings though they will not hesitate to make a meal of stray Hillman or Earth-kin, if the opportunity arises. Weaker still are the wingless worms (and their larger Stoorworm cousins) who claw their way across the barren plains and hills. Like their winged kin, they live to feed, terrorizing beast and man alike. Finally, the winged Wyrms, which can grow to huge sizes, also terrorize the lonely places feasting on whatever they can hunt, be it beast or man. All these creatures possess both a common origin and an ever present threat to the Free Peoples. All drakes descend from the early experiments of Morgoth in his dark designs to create the dreaded Dragons. These early experiments were much less than hoped for and rapidly went their own way. Neither drake nor worm, Stoorworm or Wyrm possess the might or intellect of the great dragons, but they should not be underestimated. Rumour has it that something in the Misty Mountains is stirring, calling them to gather.

WRYVERN
Wryverns are rare beasts that seem to breed and reproduce normally. They are somewhat dragonish in shape, but have only two legs. Like birds and bats, the wings of a Wryvern are attached to the fore-limbs with the digits of the hands being very elongated to allow for the skin membrane, which stretches between the digits, to act as a wing for the creature. Wryverns are capable of flight, but are not good flyers, preferring instead to glide. They are very aggressive creatures but are known to heard together in large family groups of no more than a dozen individuals. Unlike dragons, Wryverns do not nest in caves but make nests on the ground from branches and shrubs. Trinkets and items that drop from the meal of the Wryvern can be found in and around their nests.
Characteristic Roll STR CON SIZ INT POW DEX 4D6+12 2D6+6 4D6+24 5 3D6 2D6+6 Average 26 13 31 5 10-11 13 MOVE: 6/12 fly HIT POINTS: 22 Damage Bonus: +3D6 Tres Fact: 30

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Hit Location Tail Right Leg Left Leg Hindquarters Forequarters Right Wing Left Wing Head Weapon

Melee 01-03 04-06 07-09 10-11 12 13-15 16-18 19-20

Points 8/6 8/8 8/8 8/10 8/10 8/6 8/6 8/8

Skills: Listen 55%, Spot 70%, Sense 50%, Track 50%

WORM
Worms are related to the Great Worms,
those Dragons that are also called Cold Drakes. The Wise believe that these diminutive Worms are an early offshoot of the experiments that bread the Great Dragons. These Worms spread into Middleearth at the fall of Beleriand and have settled in the high foothills and mountain ranges found throughout Middle-earth. They are warm blooded and are able to adapt to any climate. Various subspecies exist, where their form remains the same, only the colour of their skin differs. Worms herd together in large groups of anywhere up to twenty individuals, and in some areas, even more. They make their nests on the ground by piling stones into large mounds and laying their eggs in the depressions at the top. Worms can grow up to 18 metres in length, most however grow to around 3 metres. They are aggressive carnivores and devour anything that they can get their teeth into, including smaller Worms! As such, if killed and the contents of the Worms stomach is removed, it may prove profitable as its digestive juices will not dissolve coins, jewellery, precious stones and other non-organic items.

Strike Percentage Damage Rank @ 1D6+db bleed Claw 5 60% 1D8+db bleed Bite 10 40% Breathe Flame 12 70% 3D6+special* # 3D6+db crsh 8 50% Tail Swipe special Wing Blast** 8 N/A @ Wryverns poses a single large claw-nail in place of their thumb. This thumb protrudes outwards from the leading edge of the wing-spar and is usually used to slice open pray. The claw-nail is roughly the length and size of a mans hand. A Wryvern can strike with two claws per combat round. The first claw strikes on the rank indicated while the second claw will strike 5 ranks after that (ie Dex/Strike ranks 5 and 10). 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 Rules of the BRP rulebook). *A Wryverns fire covers an area 1 meter in diameter and has a range equal to the creatures POW in meters, using the rules for Area Attacks on page 213 of Chapter Seven: Spot Rules of the BRP rulebook. The flame breath does 3D6 points of damage to the target, though armour will protect against this damage. If the optional hit location system is being used (recommended by this GM!), this damage is applied to two adjacent hit locations of the target. Roll once for the hit location, then the gamemaster must decide a logical neighbouring hit location that is also hit. The 3D6 is rolled once for damage, and the damage is applied to each hit location. A Wryvern must expend 1D8 power points to belch forth flame. Additionally, the target is likely set on fire. See the spot rules for Fire and Heat on page 223 of Chapter Seven: Spot Rules of the BRP rulebook. **A Wryvern can create a powerful gust of wind by buffeting its wings. Anyone within a 5 metre radius of the creatures flight path-or within 10 metres if the creature is hovering-must succeed in an Easy Effort roll in order to remain standing. Those who fail are immediately knocked prone.
#

.niks ylacs tp8 larutan evah snrevyrW :ETON

Gamemaster note: Worms can grow up to 18 metres, possibly larger, though this is pure speculation as none amongst the Free Peoples have ever seen any larger than this. The largest amongst any herd of these beasts will almost always be a female. Few males have ever been known to exist that grew greater than 9 metres either. Three sets of statistics are provided below. The first in any given entry is for a 3 metre Worm. The second set is for Worms that have grown to 9 metres in length. The last set is for the 18 metre in length large matriarchal female Worm. In any group of Worms, only 1% will ever get to 18 metres in length and only 10% will every grow to 9 metres.
Characteristic Roll STR CON SIZ INT POW DEX 2D6+18 3D6+30 3D6+50 2D6+6 2D6+12 2D6+24 2D6+18 3D6+30 3D6+50 5 3D6 2D6+6 Average 25 40-41 60-61 13 19 31 25 40-41 60-61 5 10-11 13 MOVE: 8 HP: 19 / 30 / 46 Damage Bonus: +1D6 +3D6 +7D6 Tres Fact: 10

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Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head

Melee 01-02 03-04 05-06 07-10 11-14 15-16 17-18 19-20

Points 5/7 8/10 5/7 8/10 5/7 8/10 5/9 8/12 5/9 8/12 5/7 8/10 5/7 8/10 5/7 8/10

10/16 10/16 10/16 10/20 10/20 10/16 10/16 10/16

than fighting on to its death. Water-wyrms have been known to dump small boats over by rising beneath them, then attacking the helpless sailors as they struggle in the water.

Gamemaster note: Upon hatching, a Wyrm

Weapon Claw Bite # Tail Swipe


@ @

Strike Percentage Damage Rank 1D6+db bleed 5 60% 1D8+db bleed 10 40% db crushing 8 50%

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. A Worms tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Skills: Listen 40%, Spot 70%, Sense 80%, Track 70%

is about two metres long and has 3D6 SIZ and STR. The Wyrm will grow at the rate of 1D6 SIZ and STR every five years until it reaches the age of 35, when the creatures growth slows dramatically. By this point the creature is some nine metres in length. After age 35, a Wyrm will continue to gain 1D6 SIZ and STR every 50 years. A Wyrm may live for many hundreds of years. The Characteristics given below are for a juvenile Wyrm between 35 and 85 years old. Wyrms do not reach maturity and start breading until they are over 100 years of age. Wyrms can fly (Waterwyrms can swim) at the movement rate of 12. All Wyrms can slither along the ground at a rate of 10 however. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Hindquarters Forequarters Right Wing Left Wing Head Weapon Bite # Tail Swipe Wing Blast** 11D6 4D6 10D6 5 3D6 2D6+6 Melee 01-04 05-08 09-12 13-14 15-16 17-20 Average 38 16 35 5 10-11 13 MOVE:12fly/swim HIT POINTS: 26 Damage Bonus: +4D6 Tres Fact: 18 Points 8/7 8/11 8/11 8/9 8/9 8/9

WYRM
Wyrms resemble nothing so much as
snakes with wings. Utterly limbless, they have draconic heads and thick scaly armour that betrays their relationship to dragons. Solitary hunters, it is very rare to find a group of Wyrms acting in unison, unless they are a group of recent hatchlings that are foraging for their first meals. A Wyrm is a patient, dangerous foe and not to be trifled with. Wyrms are found throughout the mountains of Middle-earth however they have rarely been encountered in the north-west of the continent, and then only in Angmar, the Grey Mountains, the Withered Heath, the Iron Hills and east of Rhun. Water-wyrms have also been encountered by sailors throughout Middle-earth, both at sea and in large lakes. Water-wyrms have no wings but swim with the aid of fins where their wings would normally be. It appears that a Water-wyrm is adapted to breathing both air and in water, due to external gills that can be extended from its neck (much like an Axolotl). If seriously wounded, a Water-wyrm is more likely to dive beneath the waters surface to heal,

A Wyrms tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). **A winged Wyrm can create a powerful gust of wind by buffeting its wings. Anyone within a 5 metre radius of the creatures flight path-or within 10 metres if the creature is hovering-must succeed in an Easy Effort roll in order to remain standing. Those who fail are immediately knocked prone. Water-wyrms do not posses this ability. Skills: Listen 40%, Spot 70%, Sense 80%, Track 50%

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.niks ylacs tp8 larutan evah smryW :ETON

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Strike Percentage Damage Rank 1D10+db bleed 10 85% 4D6 crushing 8 60% special 8 N/A

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

DOURHAND DWARVES (Petty Dwarves)


The Dourhand Dwarves are descended from an ancient dwarf-kingdom of the Blue Mountains, a realm that has long since fallen into ruin. They became scattered and declined in number, but poverty and dishonour bred within them a great greed and lust for power. When the Elves of Mithlond founded the refuge of Edhelion, in the Blue Mountains, Skorgrm Dourhand, the leader of the Dourhand Clan, sought to rob them of their relics and treasures. He rallied the remnants of his people and, in TA 2408, laid siege to Edhelion. Worse yet, he had paid Goblins and Trolls to assist him...something of which no honourable Dwarf would conceive. His evil ways brought him to ruin, though Edhelion was also lost. Six hundred years later, a Gaunt-lord, a vile 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 entirely to evil, leading them to believe that the creature was indeed Skorgrm reborn, to lead them to wealth and glory. Now the Dourhands serve Angmar, under the rule of the creature they know as Skorgrm. The Dourhand dwarves appear to have turned their backs on the Free Peoples of Middleearth and rebelled against the rightful rule of Durin's Folk but seem to have many strongholds and encampments throughout Eriador.
Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6 1D6+12 1D4+4 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 14 15-16 6-7 13 10-11 10-11 10-11 MOVE: 6 HIT POINTS: 12 Damage Bonus: none Tres Fact: 10

Weapon Battle Axe Warhammer Shortsword Hvy Crossbow Kite Shield

Strike Rank 7 8 8 3 3

Percent age 50% 45% 45% 40% 50%

Damage 1D8+2+db bleed 1D6+db crush 1D6+1+db imp. 2D4+2 impale 1D2+db (knockback)

Skills: Appraise 50%, Bargain 45%, Brawl 50%, Craft (blacksmithing) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Knowledge (Dwarven) 35%, Language (Westron) 80%, Language (Khuzdul: Dourhand dialect) 80%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Sorcery 60%, Status 35%, Throw 35%. POWERS Magic: Traditionally, all dwarves shun magic, though since the rise of Skorgrm, some of his clan have begun to learn and use magic spells or sorcery taught to them by their dark overseers from Angmar.

EAGLES, GREAT
The Great Eagles are the absolute rulers of the air in the northern mountains of Middle-earth. Their rule is contested only by a few certain Dragons. Eagles are the greatest of all birds and are thought to be of divine creation; the Eldar, the first Elves, believed Eagles to be direct manifestations of the Thought of Manwe, Lord of the Valar. In truth, the Eagles seem worthy of such honour. Indomitable in 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 greatest mountains and to keep an eye upon the Mortal Lands below, reporting to him what they saw and heard. These winged reporters were greater in size than their Third Age descendants: Thorondor, the First King of the Eagles, had a wingspan of 180 feet (54 metres)! In the turmoil of the First Age, the Eagles served the Eldar valiantly. After Beleriand was swallowed up by the sea, the Eagles flew east. Some settled in the high peaks of the Misty Mountains (then a home to the inhospitable Orcs). Others settled in the Grey Mountains, where the Dragons that escaped the drowning of Beleriand slept. In these high snowy peaks, the natural rivalries between the giant beasts sharpened their talons. Later in the Third Age, Dwarves, Elves, Hobbits, Istari and men would come to depend upon the Eagles for rescue, information, and defence. When the Eagles chose to cooperate, the help-seekers were not disappointed. The Great Eagles of Middle-earth are princely birds. Imperious, swift and proud, these

Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

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hunters show no mercy to foes or prey. Clasped in the Eagle's talons, a foe may as well shut his eyes and prepare for eternity. Armed with a hooked beak and vice-like, four-toed talons to clutch and crush or impale its prey, an eagle cannot be easily overcome by force. The eyes of the Eagle are relatively bigger than that of a man. Unlike other birds, their retinas contain dense concentrations of extraordinarily precise colour nerve receptors to give a marvellously accurate sense of colour discrimination. A soaring Eagle can perceive details in a landscape eight times better than a man. For example, the Lord of the Eagles can spot a rabbit dashing for cover a mile below in the moonlight! On top of the superb accuracy, an Eagle's eyes point both forwards and sideways, allowing the great bird an unusual degree of peripheral vision. Little loss of accuracy and clarity occurs in the dark.

A Great Eagle can strike with both claws simultaneously and peck 5 Strike Ranks later. *A dropped rock will do +1D6 for every three additional metre fall, after the first three metres, up to a maximum of +10D6. So a rock dropped from 9 metres height will do 1D10+3D6. Maximum damage from this type of attack is 1D10+10D6.

**A Great Eagle can create a powerful gust of wind by buffeting its wings. Anyone within a 10 metre radius of the eagles flight path-or within 20 metres if the bird is hovering-must succeed in a Difficult Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Listen 85%, Spot 90%, Sense 70%, Track 80% POWERS Majestic Presence: The sight of a Great Eagle is frightening, overpowering and awe inspiring to say the least. When a Great Eagle is encountered in close proximity, any evil creature will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Those who are not under the influence of the Shadow, and to whom the Great Eagle 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.

Gamemaster note: The great natural gifts

of the Eagles make them valuable allies in war. However domineering and lacking in sentiment, the Eagles are concise, rational, and difficult to beguile. Unlike Dragons, who (one-on-one) have greater destructive power, the Great Eagles operate as a squadron, and their wisdom and knowledge make them a match for almost any evil force in Middleearth. These extremely wise and intelligent beasts will not interfere often in the concourse of the world, but when they do their interference should be most puissant and effective in nature. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Talon Left Talon Body Right Wing Left Wing Head Weapon Claw Peck
@

Av. 90 33 90 13-14 21-22 16-17 MOVE: 6/12 fly HP: 62 Dam. Bonus: +10D6 Tres Fact: none Points 12/11 12/11 12/26 12/11 12/11 12/16

20D6+30 4D6+21 20D6+30 4D6 1D6+18 3D6+3 Melee 01-03 04-06 07-12 13-15 16-18 19-20

EARTH-KIN
There are some races and species within Middle-earth whose origins are lost in time and not even the lore of the Eldar speaks of how they came into being. One such species is the Earth-kin. These giants stand twice as tall as a man. They are generally docile and gentle in nature and have a strong affinity with nature, living as hunter-gathers who follow the herds of Aurochs that are their primary source of meat. Because of this, some amongst the Wise believe that Yavanna apportioned to the Earthkin a role as shepherds over the wild herds of Middleearth, much like what the Ents are to the forests. There is no certainty to this hypothesis however. The Eldar believe that the Earth-kin hail from the foothills and planes of Angmar long before that land was corrupted and fell under the shadow. Indeed, it would seem that the Earth-kin are on a slow migration into the foothills of northern Rhudaur and the Trollshaws and across the plains from Angmar to the Emyn Sl (Weather Hills) of Arthedain. This migration is in part due to the migration of the Aurochs that were once plentiful in this region before

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@

Dropped rock Wing Blast**

Strike Percentage Damage Rank 1D8+db 3 95% bleeding 1D6+db 8 95% impale 1D10+1D6* 12 50% crushing 8 N/A @special

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its decline, and also due to the dangers that arose in Angmar. The Earth-kin have always been a peaceable, gentle folk who kept to themselves and lived in small clans consisting of no more than a few families. Now however, they have been forced to band together in larger groups in order to protect themselves from the patrols of Angmar. They are ever ready to pack-up their temporary settlements and be on the move to safer locations in order to avoid conflict. Some Clans and even Tribes of Earth-kin however have fallen under the influence 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 armies and are sometimes seen in Angmarim patrols. Any such fallen Earth-kin is a mortal enemy to his un-fallen brethren. Of late the Earth-kin bards have begun to sing of the tragedies of the kinslayings that have occurred between these two factions, something that has never before been heard of among this race. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+12 2D6+12 4D6+12 2D6+3 3D6 3D6 2D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 25-26 18-19 25-26 10 10-11 10-11 7 MOVE: 12 HIT POINTS: 23 Damage Bonus: +2D6 Tres Fact: 1

Skills: Craft (various primitive items skills) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Lore (animals) 85%, Lore (plants) 85%, Lore (herbs) 85%, Language (Westron) 30%, Language (Earth-kind) 80%, Listen 75%, Repair (primitive weapons and armour) 55%, Sense 50%, Spot 85%, Throw 75%. POWERS Magic: Only Earth-kin Shamans will know any magic, which will be confined to spells from the Beasts and Birds, Restoration and Ritual magical skill specialities at around 80% chance of success.

ENTS (Onodrim)
The Ents are the strongest and, except for the Giants, the largest of the natural races. Their limbs are extremely hard and can rend stone and steel when they are roused, which, while rare, is a sight few wish to behold. Though some of the oldest of speaking peoples, Ents were dormant until the coming of the Elves. Elves taught them to speak and inspired them to become mobile. Ents are the shepherds of the forest and usually resemble one specific variety of tree. This leads to a wide disparity of sizes and descriptions for Ents but all are humanoid in shape, albeit in a silvan kind of way. Gentle by nature, Ents are not quick thinkers and do not act rashly except when incredibly angry or under immediate threat. Ents are a dwindling race, partially because they have been reverting to their dormant tree-like form out of weariness, forgetfulness, or bitterness. Another key cause is the disappearance of the Entwives, who, over a span of many years, became sundered from their mates and have vanished from the pages of history. By the dawn of the Fourth Age of the Sun in Middle-earth, the Ents appeared to have faded into the eves of Fangorn Forest, never to be heard of again amongst men. A rumour amongst the Wise however tells of how two young Hobbits were given an errand by Treebeard, the leader of the Ents of Fangorn Forest, to investigate the Shire on his behalf. Tales from Shire-folk in the north of the Shire spoke of strange giants that would be seen very rarely in the woods and forests of there. Treebeard believed that the Shire was a land that the Entwives would have loved, based on the descriptions of the Shire given by those Hobbits. Perhaps the Forth Age was not the end of the Ent race. Perhaps, somewhere in the north of the Shire, the Ents and the Entwives were once again reunited and the Forth Age saw the siring of a whole new generation of Entlings. None can be certain.

Points 2/8 2/8 2/8 2/10 2/6 2/6 2/8

Percent Damage age Club, Heavy 50% 1D8+db crush Spear, Long 75% 1D10+1+db imp 1D4+ db crush Bola 1/CR 55% or Entangle Bow, Self 1D6+1+db 8 55% (large size) impaling. Sling 1/CR 80% 1D8+ db crush Note: all weapons are of primitive make (eg, spear will have a flint head and shaft will be made of wood) and designed for a large creature to use. Weapon

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Strike Rank 5 3

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There are many different kinds (or races if you prefer) of Ents. All races superficially look like a species of tree native to the forests in which they dwell, with each kind having slightly different sizes but all having the same abilities. There are Ents that look like Oak trees, others that look like Elm trees. There are Holly, Beech and Ash tree looking Ents and so on. Only the SIZ will vary amongst such kinds. All other attributes are identical.

Weapon Brawl Kick/stomp Throw rock


@

Strike Rank 3 3 1/CR

Gamemaster note: All Ents are susceptible


to attacks by fire and by axes. They take an additional 1D6 damage if attacked by either of these weapons. Impaling or crushing weapons, such as swords, spears, arrows, maces, rocks etc are particularly ineffective against an Ents thick bark, inflicting only the minimum weapon damage on a successful attack (although any damage bonus remains unaffected). Critical and special success attacks by all weapons other than axes and fire are treated as a though they were a normal attack success doing only the weapons minimum damage. Only axes and fire are able to inflict critical and special success damage against an Ent. When characters engage an Ent in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Characteristic Roll STR CON @ SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head Average

Percent Damage age 1D3+db crushing + 80% knockback 1D6+db crushing + 75% knockback 2D6+ db crushing + 65% knockback

SIZ: The Wise do not know whether an Ent is born from an Entwife or whether it will grow from a seed in the soil like a tree would. Regardless, an Ent will grow at the rate of 1D6 per ten years until it reaches its maximum number of dice rollable for its SIZ (ie 15). So a young Entling will grow beginning at a SIZ of 1D6+12 to a full Ents SIZ of 15D6+12 after 150 years of growth. In Entish society, an Ent is considered to be young until it has lived for at least several centuries. Skills: Hide (in Woods and Forest) 90%, Lore (animals) 100%, Lore (plants) 100%, Lore (herbs) 100%, Language (Westron) 80%, Language (Entish) 100%, Listen 75%, Sense 80%, Spot 85%, Throw 75%. POWERS Armour of Yavanna: Impaling or crushing weapons, such as swords, spears, arrows, maces, rocks etc are particularly ineffective against an Ents thick bark, inflicting only the minimum weapon damage on a successful attack (although any damage bonus remains unaffected). Critical and special success attacks by all weapons other than axes and fire are treated as a though they were a normal attack success doing only the weapons minimum damage plus the creatures damage bonus. Only axes and fire are able to inflict critical and special success damage against an Ent. Majestic Presence: The sight of an enraged Ent is frightening, overpowering and awe inspiring to say the least. When an Ent is encountered in close proximity (whether it is enraged or not), any evil 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.

24D6+48 132 MOVE: 18 4D6+21 33 HIT POINTS: 49 15D6+12 65 Damage Bonus: 2D6+6 13-14 +11D6 3D6 10-11 Tres Fact: N/A 2D6+3 10 2D6+6 13-14 Melee Points 01-04 12/17 05-08 12/17 09-11 12/17 12 12/21 13-15 12/13 16-18 12/13 19-20 12/17

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G enesis 1:3 - And od said, et there be light, and there was light. G L
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John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

FALLEN MAIAR (The Raug)


At the dawn of Arda (the world), many powerful spirits abandoned their role in the shaping of the world and, beguiled by the Dark Enemy, came to serve him. These spirits were tempted by grasping power and dominion for themselves with a will to dominate those lesser to them. Of these, perhaps the greatest were the Balrogs; the great fire demons such as the one faced by Gandalf the Grey upon the Bridge of Khazad-dm. Others of lesser strength were used by the Witch-king of Angmar to stir the bones of the dead lying beneath the mounds of the Barrow-downs. But others too exist within the world, taking various forms both physical and incorporeal. The great mother of spiders Ungoliant and her daughter Shelob are two such beings. Collectively these spirits became known as the Raug by the Elves. The word Raug is Sindarin for demon and refers to all such beings whether Balrog or Barrow-wight, Helegrog or Dindair. Described below are a variety of these Raug. Though all are rare, those listed here are the varieties most likely to be encountered by player characters in their journeys, however many other types may also exits.

of darkness, such as Wargs, Orcs, Trolls etc, will often gather to places where these beings dwell. Because they have no bodies, the bandrhoth cannot be physically battled. However with many of these beings they can be defeated by locating the centre of its presence and defeating it in a contest of wills (POW vs POW on the Resistance Table). Lesser bandrhoth sometimes have focal objects at the centre of their strongholds. Destroying such objects greatly weakens them in this contest of willpower. Also some lesser bandrhoth can be destroyed by destroying the place they inhabit. For example: a lesser bandrhoth may inhabit an old knurled tree in a tainted wood. The being would appear to all intent as though it were just an old or dead tree, but in its trunk would be located a piece of wood that resembled a heart. If the heart is located, then remove or destroyed, the bandrhoth would be greatly weakened. Should the tree then be burnt to the ground, the creature would then be destroyed. One famous example of a powerful bandrhoth is described below. CARADHRAS THE CRUEL An example of a powerful bandrhoth is Caradhras the Cruel. Caradhras is one of the three peaks that sits atop of Moria and is a being of 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, which is tinged blood-red. Long ago, Caradhras, a spirit of cold, fled from the Valar. In those days, the world was in upheaval, and he chose the Redhorn peak in the newly raised Misty Mountains as his hiding place. As the long years passed, Caradhras became fixed to the mountain, eventually losing the ability to maintain his physical form. The mountains evil reputation is due to Caradhras dreadful influence, as he frequently uses his powers to waylay travellers and kill them out of hatred and spite. Caradhras only servants are the white Wargs and carrion birds who prowl his domain. Caradhras communicates with them freely, carrying his commands on the mountain winds. The howls of the Wargs in his domain tell him a great deal about what is happening in the outside world.

BANDURHOTH
The Bandrhoth, or Place-demons, where spirits that became so attached to the places that they dwelt that they became trapped there. The word bandrhoth means people of the dark prison. These spirits gave up their physical form in order to gain complete power and control over their surrounding environs. These beings are as varied as the places in which they dwell, and indeed have no true physical form. Perhaps they sleep oblivious to the goings on of the outside world, but the place they inhabit is tainted by their presence and the land seems as though some foul wound festers deep within it tainting all that grows and lives there. Perhaps these beings remain dormant in their abodes only stirring when awoken by some other force or event, and once awakened they threaten all who live near them. Perhaps they are always awake, never sleeping, but watching and waiting for some hapless person or creature to wonder into its lands where it will attempt to do them harm. Whatever their nature, these beings are always dangerous seeking to rule the weak minded and torment the innocent. They will also seek alliances with other powers of darkness and as such physical creatures

Gamemaster note: Caradhras is a force of

nature, a barrier between the two sides of the Misty Mountains. He hates all of the Free Peoples, and in his proud strength, seeks to turn back any assault on his slopes. Hes more an object than an enemy, although a quest might require a company of adventurers to find the heart of Caradhras and wrest the winter cold. Over the centuries, many treasures have been lost by the Elves and Dwarves who have

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died on the mountain. As they are now buried in chasms and beneath glaciers, a trip to Caradhras could be of great benefit to anyone willing to take the risk. Characteristic Roll STR CON SIZ INT POW DEX Hit Location N/A Weapon Small Avalanche* N/A N/A N/A 18 100 N/A Melee N/A Strike Rank 12 Average N/A N/A N/A 18 100 N/A MOVE: 0 HP: N/A Damage Bonus: N/A Tres Fact: N/A Points N/A Percent Damage age 5D6 crushing + 80% knockback

may hear the faintest of whispers in the wind. But they will not be able to determine whether it was just the wind they heard or what may have been said.

DINDAIR
The Dindair (Silvan for silent shadow) are demons of shadow who surround themselves in a field of flittering shadows that resemble reflections from a flickering torch. Their exact size and shape vary, as they tend to take on the appearance of the nearest creature. Except when disguised as men, their motion is a staccato strobe as they dart from shadow to shadow. Where a Dindair makes its abode is in places where illumination by day is provided by dim cracks that cast long shadows, and by night with foul smelling candles. As they rarely live far from the strongholds of Men, as their deceptions require constant attention, the most natural place for a Dindair to make its abode will be in the tombs and mausoleums of men. In the First Age, the Dindair were spies of the Enemy. They cast spells and used phantoms to bewitch the minds of men as they sowed the seeds of dissent between the Edain and Eldar. At the end of the First Age, most Dindair were destroyed in the Fall of Angband, but a few survived and fled far into the East. There they found men who would listen to their counsel, and they treated them as playthings. Many of the surviving Dindair became shadowy advisors to the kings of the East, spreading their evil from the shadows behind thrones, causing war, dissent, murder and strife. Occasionally, the blood of men produced heroes who opposed them, so they did not always work their will unfettered. However, as the ages passed, their influence grew, and it well may be that any number, if not most, of the invasions of Gondor from the Easterlings were spurred by these emissaries of deceit. The worst misdeed of the Dindair is the rift they have fostered between Elves and Men in the East. Much of the blood spilled between these peoples is on the collective hands of the Dindair. The Dindair prefer to live as part of Mannish society, playing the roles of manipulators and powers behind the throne. They act much as the Enemy did in earlier ages among the Elves before the forging on the One Ring and in Nmenor: as flatterers who are so skilled in persuasion that the rulers of the land fail to recognise when theyre being manipulated. They enjoy such roles, especially if they can appear sympathetic to a particular court faction while secretly holding a blade to its throat.

*Caradhras can release small avalanches at will along the Redhorn Pass. This path crosses the Misty Mountains and skirts the sides of Caradhras. Travel along the path at any time except in the height of summer is a dangerous business. Caradhras will attempt to dislodge rocks, snow and ice in order to either trap travellers on the mountains heights slowly freezing them to death or as an attempt to kill them outright. The percentage change listed reflects whether the build-up of ice and snow is enough to allow for an avalanche to take place, not the percentage change for the target to be hit. Should an avalanche take place, all targets must pass a Luck roll or be caught in the avalanche. The damage listed is scored directly to hit points, even if the optional hit locations system is being used. A successful Dodge roll will halve the damage taken. POWERS Cold of Winter: Caradhras can concentrate its malice into a field of intense cold that chills an area of the mountain. Any character that is located within that area will suffer the effects of the freezing cold. Refer to Cold, Hunger, Exposure and Thurst Spot Rule on p.219 of the BRP rulebook for the effect this will have on the characters. Dominion of the Redhorn Gate: Any of Caradhras spells can affect any portion of the Redhorn Gate (the part of the Redhorn Pass that traverses over Caradhras). Magic Spells: Fog-raising, Power of the Land, Wind-mastery. Speech of Wolf and Wing: Caradhras understands the speech of the Wargs and carrion birds that live in its domain, and can carry messages to them on the wind. Those who listen

Gamemaster note: Dindair are excellent

adversaries for adventurers who journey to the eastern or the southern realms of Middle-earth. The

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presence of a Dindair makes and excellent surprise, as a sinister enemy counsellor turns out to be even more than the player characters bargained for. When discovered and threatened however, the Dindair will attempt to flee by fading into the shadows rather than attack its foe. It will only strike first if it can attack by stealth and thus gain the element of surprise. Dindair will also take precious or valued items from those they wish to cause strife with, hoping that the missing items will cause a rift between people. They will often place these items in the possession of another (where later it can be found by the items owner) or hoard them where they will not be easily found. Thus killing a Dindair or driving it off may prove profitable. Characteristic Roll STR CON* @ SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head Weapon Dagger Javelin of Shadow 3D6 POW 2D6+6 2D6+6 4D6+12 3D6+6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Strike Rank 5 3 Average 10-11 18-19 13-14 13-14 25-26 16-17 MOVE: 12 HP: POW** Damage Bonus: +1D4 Tres Fact: 30 Points Variable/POW** Variable/POW** Variable/POW** Variable/POW** Variable/POW** Variable/POW** Variable/POW** Percent Damage age 1D3+1+db imp 50% 2D6+ db 75% impale + poison

POWERS Javelins of Shadow: Except when in direct light or absolute darkness, a Dindair can form javelins from the shadows of the air. They do 2D6 damage on a successful strike (and are capable of special and critical strikes) and has a magical poison effect similar to the poisonous root Klytun (ie causes a 1D10 day coma to occur). The potency (POT) of the poison is the same as the damage that was inflicted from the javelin strike. Refer to p.229 Poison in the Spot Rules chapter of the BRP rulebook. Magic Spells: Shadow of Fear, Shadows and Phantoms, Veil, Veiling Shadow and Wizards Guise. Shadow Armour: A Dindair is clocked in shadows that provide it with the equivalent of 5 armour points, as well as protection against direct sunlight. If a Dindair is exposed to the sun, 1 point of armour burns away each minute until gone. After that, the Dindair sustains damage from its vulnerability normally, see Vulnerability to Sunlight below. Each minute spent in shadow permits it to reweave 1 point of its lost armour. In the Shadow of Others: A Dindair can imitate a single quality skill, weapon, spellcasting ability, racial ability, legendary ability, or physical appearance of anyone in its shadow. The Dindair employs that quality with exactly the same magnitude of power as the imitated person would, including the imitated individuals characteristics, characteristic rolls, skill chances of success, and so forth. When a Dindair imitates the appearance of another creature, however, it does not change size more than 1D6. However, when a Dindair imitates someone, the imitated person gains power over the Raug due to the link between the two, gaining a +20% to all skill rolls, characteristic rolls and POW versus POW rolls made against the Dindair. Vulnerability to Sunlight: Being a Raug of Shadow has its price. For each minute that a Dindair spends in direct sunlight, it evaporates losing 1D6 hit points from its total hit points. If it loses all its hit points, then the Raug will evaporated completely and is completely destroyed.

* A Dindairs CON is equal to its POW. ** Damage inflicted to a hit location of a Dindair will affect its total hit points only, as Dindair have no 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 minus 1D6. Skills: Darkvision 80%, Dodge 80%, Hide (in Shadow) 100% Language (Black-speech) 90%, Language (Westron) 90%, Language (Logathig ie Easterling) 90%, Listen 80%, Lock pick 80%, magical skills at 80%, Persuade 95%, Pick Pockets 80%, Sense 50%, Spot 80%, Stealth 90%, Throw 75%.

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HELEGROG
A Helegrog (Sindarin for demon of ice) is an enormous, blue, icy-winged creature surrounded by an aura of blue-white flame. They are typically armed with icy blue spears, which they wield twohanded. Helegrogs prefer snowy climates, where they build mountain strong-holds of ice-covered iron towers and jutting spires of ice. Though they can survive in warmer climes, these kings of winter

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Gamemaster note: Helegrog society

comprises this beast as the absolute tyrant-lord over its domain. It will gather to it Snow-trolls who will act as captains, body-guards and acolytes. These in turn will rule over subjugated orcs. Within their strongholds they exert their influence across their domains, venturing forth for war and conquest only. They will also capture and enslave whom ever of the Free Peoples they can. These are put to forced labour building its fortress and then slaughtered when there is no more use for them. These Raug make formidable opponents as they are always accompanied by their Snow-troll worshippers. Helegrogs are incapable of flight but can use their wings to create a powerful gust of wind in front of themselves.

Longspear of Ice (2H) Ice Greatsword Claw Claw Kick Wing Blast

Note: A Helegrog cannot use its claws at the same time it uses its sword and whip. @ A Helegrog can attempt to create a powerful gust of wind by buffeting its wings. Anyone within a 5 metre radius of the Helegrog must succeed in an Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Darkvision 100%, Spot 80%, Listen 80%, 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.

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rarely venture even as far south as Arnor, or leave their mountain strongholds. Lesser than Balrogs, the Helegrogs were Raug of cold fire and were used as wardens in the lands north of Thangorodrim. Although many were destroyed in the devastation cause by the fall of the dragon Ancalagon, some survivors fled to the Northern Wastes, north of Forochel, where they made small kingdoms for themselves in the far north of Middle-earth. There they subjugated Snowtrolls and Orcs ruling their domains as living demigods. They are usually content to play the role of petty tyrants over their domains, but their favourite habitat places them perilously close to the Lossoth (the snow-men tribes of that land) and to the Dragons of the Forodwith. As a direct result of the Dragons, the numbers of Helegrogs have dwindled in the Third Age, though a few of these Troll-gods still hold sway in areas of the Northern Waste. Helegrogs prefer to live as tyrants and demi-gods among the Snow-trolls, whom they teach and fill with their hate. Dragons have occasionally enslaved a Helegrog fortress, but the Helegrog have no taste for subjugation, and such arrangements rarely last long. Helegrogs will be submissive to Balrogs, though these two kindred races havent encountered each other since the First Age.

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Leg Left Leg Abdomen Chest Right Wing Left Wing Right Arm Left Arm Head Weapon 8D6 8D6 8D6 2D6+6 10D6 3D6 Melee 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20

Average 28 28 28 13-14 35 10-11 MOVE: 10 HIT POINTS: 28 Damage Bonus +2D6 Tres Fact: 500 Points 10/8 10/10 10/10 10/12 10/12 10/8 10/8 10/10 10/10 10/10

Strike Percentage Damage Rank 3D6+5+ db 3 80% impale 5 5 10 8 8 70% 70% 50% 60% 50%

2D8+db bleed 1D6+db bleed 1D6+db bleed 2D6+db crush special

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Longspear of Ice: The longspear of a Helegrog is a two-handed, Troll sized weapon that does 3D6+5 damage. On a special or critical strike success, the Helegrog pins its opponent to the ground, automatically freezing it as with its Grip of Ice ability. Magic Spells: Helegrogs know all Sorcery spells. Due to the Helegrogs Maiar nature, it does not make Stamina rolls when casting spells. Overwhelming Presence: The sight of a Helegrog is frightening, to say the least. When a Helegrog is encountered in close proximity, the characters will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Sheath of Ice: The armour of a Helegrog is made of a magical icy plate. Before a hit location can be damaged, the armour protecting the creature must be chipped away first. For each successful hit made against a hit location, that armour at that location is lowered by 1 point. Once all the armour is gone from that location, the creature is vulnerable to damage normally. Outside of combat, it takes one minute for 1 point of armour to reform at each of the hit locations that have lost armour. Tainted Lair: The innate powers of a Helegrog corrupt its home. Vile creatures are drawn to its abode, while good and natural creatures shun it. Anyone approaching the lair of a Helegrog will feel unease and may become afraid (natural creatures will become spooked and flee in fear). 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 cold storage.

could send back to sleep deep below the surface of the earth. Being both shade and flesh, any evil less powerful than the Balrog would bend a knee in servitude or flee in fear. It is rumoured amongst the Free Peoples who keep watch over the passes into Angmar, that some of the evil that lurks in that land may be attributable to such creatures as these. This remains rumour however as none of these scouts and rangers have ever seen one, though they rarely venture into that tainted land unless absolutely necessary and certainly do not seek out suck encounters. If a Balrog was once present within that land, it can be certain that the Regmyl were present also, chained in the darkness as guardians over the Balrogs domain.

Gamemaster note: The lands of Angmar

and Mordor are the most likely place where adventurers would encounter the Regmyl. Several are likely to be present in the deepest part of Moria. The Paths of the Underdeeps are also a likely place where they would dwell. These creatures present a formidable challenge to adventurers due to not only their might, but also their semi-corporeal nature and a number can be expected to be encountered as guardians within the dungeons of a Balrogs stronghold. Regmyl are tied to a place as determined by the Balrog that has summoned them. They are enthralled to the Balrogs will and cannot go beyond the bounds that chain it to the physical world. They are usually set by a Balrog as a guardian over its chambers and treasure troves.

Characteristic Roll STR CON* SIZ INT POW DEX Hit Location Misty Base Abdomen Chest Right Arm Left Arm Head 5D6+6 POW 4D6+6 2D6+6 8D6 3D6 Melee 01-08 09-11 12 13-15 16-18 19-20

Average 23-24 28 20 13-14 28 10-11 MOVE: 10 HP**: POW Damage Bonus +2D6 Tres Fact: 300 Points special/POW special/POW special/POW special/POW special/POW special/POW

ROGMUL
Another survivor of the Elder Days is the Rogmul. Regmyl (singular: Rogmul) are lesser firedemon spirits that are called forth, and enthralled by the will of a Balrog. While they are in fact minor spirits, they are among the mightiest of the sort. They are great brutes of evil will and fierce strength. Wherever a Balrog is or once was it can be wagered that a Rogmul or two is not far away. So little is known about them by the Wise as few of the Free Peoples have ever encountered a Rogmul, and of those who have, fewer still have survived to tell of the ordeal. What is known of them is that they are an ancient and powerful creature that sprang from the same dark depths where the Balrogs were awakened. They are beings trapped between Middle-earth and the realm of the Unseen. Enslaved to the Balrogs, Regmyl are among those creatures that the people of Middle Earth wish they

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Weapon Rogmul @ Sword Rogmul Halberd Strike Percentage Damage Rank 1D10+1+db 5 80% bleeding 3D6+db 3 80% bleeding

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

@ A Rogmul can wield two swords at the same time, one in either hand, without penalty. The first sword attack will strike on Rank 5 whilst the second will attack 5 strike ranks after that (ie Strike Rank 10). * A Rogmuls CON is equal to its POW. ** Damage inflicted to a hit location of a Rogmul will affect its total hit points only, as Rogmul have no true hit locations, only the appearance of hit locations. Skills: Darkvision 100%, Spot 80%, Listen 80%, Sorcery 100% POWERS Armour of the Damned: due to the spirit nature of the Rogmul, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do normal damage to a Rogmul. A Rogmuls hit points are equal to its POW. Damage inflicted to a hit location of a Rogmul will affect its total hit points only, as the semi-corporeal nature of the Rogmul means that it does not have hit locations in the true sense that a physical creature does. Heart of Fire: At the Rogmuls heart is a fell power of fire, for the Rogmul were once fire-spirits before they fell to the temptations and deceits of the Enemy. As such they appear as living smoke and flame in bodily form. A Rogmul may Kindle Fire (as per the spell) with only a touch. If a character is in contact with the Rogmul (for example the Rogmul grasps or grapples the character), then their hair and clothing may catch fire as well. A successful POW x 3 roll avoids this. Magic Spells: Rogmul know all Sorcery spells. Due to the Rogmul Maiar nature, no Stamina rolls are required when a Rogmul is casting spells. Overwhelming Presence: The sight of a Rogmul is frightening, to say the least. When a Rogmul is encountered in close proximity, the characters will suffer from an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Weapons of Flame: The weapons of the Regmyl are imbibed with fire. They will do normal damage for two out of every three combat rounds, on the third combat round however, they will burst into flame and do 3D6 damage instead of the normal weapon damage. The Rogmuls damage bonus is always added to the weapon damage whether it is in its flaming state or not.

FELL BEAST
Cruel mockeries of the Eagles, the Fell Beasts make their homes in high caves or on shelves beneath overhangs of rock. A number of them are spread throughout the hills of Southern Mirkwood. These creatures grow on average to lengths of 9 metres (thirty feet) with around 30-35 foot (9 to 10.5 metre) wingspans and are distantly related to the cold drakes of ancient days. They cannot breath fire, but their physical armoury is formidable. Twenty-two centimetre (nine inch) claws and fifteen centimetre (six inch) fangs along with equivalently sized legs and jaws have persuaded many to become the Fell Beasts' next lunch. While the whooshing of air is audible when they beat their wings Fell Beasts tend to use updrafts of wind to glide silently through the air. They have narrow serpentine heads with vicious red eyes that glitter with malice as they dive from above to attack their prey. Fell Beasts have excellent night vision and can glide soundlessly and effortlessly, allowing them to attack with complete surprise at night. During daylight hours, they use a more direct approach; a fast dive out of the sun to impale their target on their outstretched claws. These creatures are most common in the mountains of southern Mirkwood, with many roosts found near and around Dol Guldur. While they nest in caves, rock overhangs or thickly forested areas, they prefer to hunt in open terrain, so they are only found deep within Mirkwood when they are roosting. However, their abundant presence makes the approach to Dol Guldur and travel immediately around the southern expanse of Mirkwood even more dangerous than it might otherwise be expected to be. Fell Beasts prefer temperate, low lying areas to forage, next to hilly or mountainous areas for roosting. Southern Mirkwood is believed to be the place of origin of these creatures. The servants of the Enemy, however, have transplanted these beasts to the Ash Mountains (north of the Gorgoroth plateau in Mordor) and into and around Carn Dm in Angmar. Larger, specially bread, Fell Beasts are able to carry the weight of two men in flight into battle and are frequently used as mounts by the Nazgul and even Olog-hai and Orc warlords. Somewhat social creatures, non mated individuals can be found roosted together. These are generally immature juveniles however. They mate for life. Mated pairs without offspring will often hunt in pairs, one beast flushing out prey while the other swoops in to make the kill. They will fight to the death to protect their offspring and are very territorial when it comes to their nesting areas. The mated pairs cooperate 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

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young amongst the species is not uncommon. Once the young are old enough to fly and fend for themselves they are chased away from the parents roosting site. They may stay nearby as the parents will not treat them as a serious threat until they fully mature.

including combat skills. This penalty remains for as long as they remain in the area of the beasts stench. The Stamina roll must be undertaken every time a character re-enters the area of the beasts stench.

Gamemaster note: Fell Beast are

GAUNT-LORD
In the First Age, Morgoth summoned many fallen spirits into his service and twisted countless creatures to his will. Among those were dire creatures called Gaunt-men. Morgoth gave the Gaunt-men mortal bodies in which to work his wickedness throughout Middle-earth. Men and Elves alike feared these creatures, for they had the power to instill other Fell spirits into the remains of the dead and raise them as wights. After Morgoths fall, the remaining Gauntmen went into hiding in the realm that later became Angmar. Their power was greatly diminished, but when the Wizards arrived to lend wisdom to the Free Peoples of Middle-earth, the Witch-king summoned the Gaunt-men to his service. Among them, five gained greater power to match the five Wizards. These five, embodying death, pestilence, famine, war, and purest evil, became known among their kind as the Gaunt-Lords. These five Gaunt-lords are among the most powerful of the Enemys servants in Angmar. However, the term Gaunt-lord is now used as a generic term by the Free Peoples to describe all Gaunt-men, as these vial necromancers raise skeletons and zombies to serve them as minions, and so they act as lords over the undead. Only the most powerful and skilled of the Gaunt-men, however, are able to raise wights. The five true Gaintlords are the undisputed leaders of these vial beings. Scattered across Middle-earth are the remains of many Nmenorian ruins, many of which have become the resting places of the dead who fell in the many wars and countless conflicts seen throughout the ages. These forgotten places are ideal strongholds for a Gaunt-lord looking to exert the Shadows influence over the land. It is rare, outside of Angmar, that more than a hand-full of these vial Necromancers will gather in one place to raise an army of the dead. Usually one or at most two will work together on such a purpose. If more are encountered in one place, something serious is planned by the Enemy and war cannot be far away. These vial creatures will never be found unguarded however and will always have at least a half-dozen of their denizens gathered around them to act as their body guards.

ravenous predators that hunt both day and night. They will generally ignore any prey smaller than a Hobbit. They swoop silently down from high above, snatch their prey in their talons, and then climb swiftly upward where they will drop their prey from a considerable height, then swoop down to feast on the remains. Add +50% to any first combat skill attack undertaken at night unless the target makes a Spot roll at -30% skill penalty to spot the beast.

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Leg Left Leg Hindquarters Forequarters Right Wing Left Wing Head Weapon Claw Bite Wing Blast** 4D6+6 3D6+3 4D6+12 3 3D6 2D6+12 Melee 01-03 05 06 07-08 9-12 13-14 15-16 17-20

Average 20 14 26 3 10-11 17 MOVE: 6/10 fly HIT POINTS: 20 Damage Bonus: +2D6 Tres Fact: N/A Points 5/6 5/7 5/7 5/9 5/9 8/6 8/6 5/7

Strike Percentage Damage Rank 1D6+db bleed 9 45% 1D8+db bleed 10 55% special 12 N/A

**A Fell Beast can create a powerful gust of wind by buffeting its wings. Anyone within a 5 metre radius of the creatures flight path-or within 10 metres if the creature is hovering-must succeed in an Easy Effort roll in order to remain standing. Those who fail are immediately knocked prone. Skills: Darkvision 90%, Listen 55%, Spot 70%, Sense 50%, Track 50% POWERS Foul Stench: Fell Beasts exude a foul stench reminiscent of rotting flesh. Those who come within 10 metres of the beast must succeed in a Stamina roll or suffer a -20% penalty to all skill rolls,

Gamemaster note: Gaunt-lords vary in

power and skill, with only the most skilled able to raise and control wights to do their bidding. All can raise skeletons and zombies from the bones and

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bodies of the dead. Where-ever there is a ruin or stronghold over-run by the undead, its a safe bet that there will be a Gaunt-lord somewhere ensconced within. Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head Weapon Staff Average

POWERS Charnel Stench: Gaunt-lords exude a foul stench reminiscent of rotting flesh. Those who come within 10 metres of the creature must succeed in a Difficult Stamina roll or suffer a -20% penalty to all skill rolls, including combat skills. This penalty remains for as long as they remain in the area of the creatures stench. The Stamina roll must be undertaken every time a character re-enters the area of the creatures stench. Magic Spells: All Sorcery spells, especially those that pertain to necromancy. Gaunt-lords do not make Stamina rolls after casting spells. The weakest of the Gaunt-lords can raise Skeletons as minions only, the more powerful ones can raise both Skeletons and Zombies as minions, the most powerful Gaunt-lords can raise these and minor-wights as well. The five true Gaunt-lords can raise more formidable wights (ie lesser and major wights). Overwhelming Presence: The presence of a Gauntlord is frightening. When a Gaunt-lord is encountered in close proximity, the characters will 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. Undead Stamina: Gaunt-lords need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Gaunt-lords 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.

4D6+6 20 MOVE: 10 POW** Var. HP: POW 1D6+6 9-10 Damage Bonus 2D6+6 13 +1D4 Var. # Var. Tres Fact: 100 3D6 10-11 Melee Points 01-04 */9 or 11 or 12 05-08 */9 or 11 or 12 */9 or 11 or 12 09-11 12 */11 or 14 or 15 13-15 */7 or 9 or 9 */7 or 9 or 9 16-18 19-20 */9 or 11 or 12 Strike Percentage Damage Rank 1D8+db 5 90% crushing

@ The wiry, thin and gaunt appearance of the Gaunt-lords belies their strength. Their SIZ reflects the gaunt nature of the creature and the fact that they are often stooped when they move around. The actual height of a Gaunt-lord is around that of a normal man. # 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 Gauntlords POW will be 7D6+6 (31) and the weakest of the Gaunt-lords will have a POW of 6D6+6 (27). The POW of the five true Gaunt-lords is greater than these however. * Gaunt-lords wear rotten clothes but rarely wear armour. They prefer to avoid a straight-up fight, engaging in melee only if they have no choice. They will prefer to stand back and let their minions take the brunt of an assault whilst they themselves hurl spells at their foes. ** The CON of a Gaunt-lord will depend upon the power of the Gaunt-lords spirit within, as such the creatures CON will be the same as it POW. When determining for the creatures hit points, do not average the creatures CON + SIZ. Gaunt-lords hit points are the same as their POW. Skills: Listen 75%, Stealth 85%, Spot 70%, Sorcery 100%, Tracking 45%

GAURADAN
When the northern kingdoms of the Noldor in Beleraind were destroyed in the Battle of Unnumbered Tears (Nirnaeth Arnoediad), many of the surviving men found themselves lordless, living off the land, ever hunted by the scouting parties of Orcs sent forth from Angband. Many of these men turned to banditry to survive and lived off raiding the remaining communities of Woodmen who lived further south in the Forest of Brethil. The Woodmen gave these brigands and bandits a name: Gauredain, (sing. Gauradan) meaning Wolf-men. For these men where hot tempered and ruthless, hunted in small groups and where dishevelled in appearance. Over time some repented of their ill deeds and made amends. There were others however whose deeds sank ever fouler and fouler. Over time, and under the influence of the Shadow, these feller groups found a new master. They fell to living so like the wild wolves around them that they took to mimicking the habits of the wolf, in both behaviour

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Strike Percent Damage Rank age Club, Heavy 5 50% 1D8+db crush Claw 7 60% 1D4+1+db bleed Spear, Long 3 75% 1D10+1+db imp Note: all weapons are of primitive make (eg, spear will have a flint head and shaft will be made of wood). Weapon Skills: Craft (various primitive items skills) 45%, Darkvision 60%, Dodge 40%, Grapple 45%, Lore (wolves) 85%, Lore (herbs) 85%, Listen 75%, Sense 50%, Spot 85%, Throw 75%. POWERS Magic: Only Gauradan Shamans will know some magic, which will be confined to Ritual and some Sorcery magical skill specialities at around 80% chance of success. Poison Weapons: The Gauredain use poison on their spears. They prefer the grass Ancalthur (ie causes the victim to undertake all actions as though they were considered to be Difficult for a period of up to 4 hours). The potency (POT) of the poison is the same as the damage that was inflicted from the spear strike. Refer to p.229 Poison in the Spot Rules chapter of the BRP rulebook.

Gamemaster note: The Gauredain

communicate by guttural sounds, baying and howling to one another. They understand each other very well and are not as primal as some take them to be. They have however degenerated into a primitive race that no longer can be called a race of men. A clan of Gauredain will have tamed a pack of wild wolves that are more than just cherished pets or hunting dogs to the clan, the wolves will represent their primal heart and soul and the Gauredain believe themselves to be wolves in human form. The wolves will, in turn, look to the Gauredain clan members as their Alpha male and females, regarding the Gauredain as part of their pack. The Gauredain often raise totem poles depicting fierce wolf effigies that are used to ward 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 wolves or both. Regardless, the Gauredain are fearsome hunters and their terrifying reputation is 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.

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and speech. Before the fall of Beleriand, the Enemy sent his most trusted Lieutenant, in the form of a Werewolf, to beguile these fallen men and trick them into worshipping him as a Wolf-lord. These fallen men became little more than animals themselves but they grew in stature and their teeth became fanged. When Beleriand was destroyed, Gauredain survivors made it across the Blue Mountains and into the land of Eriador. Wild men have dwelt in the North of Middleearth ever since the Elder Days, troubling even the ancestors of the Dnedain in times long forgotten. When Elendil and his sons came to Eriador after the fall of Nmenor, they found these lands occupied by these Men of Darkness, and warred with them when they founded their kingdom of Arnor upon the shores of Lake Evendim. The wild men withdrew from the might of Arnor, but they were not vanquished. In time, they came back to power. In lands emptied by the abandonment of Annminas, the Gauredain took hold again. The Wolf-men remain blood enemies of the Dnedain to this day. The Gauredain, followers of the Witch-king of Angmar during his war against Arnor, have an ancient affinity for the Wolves of the North. They emulate these vicious beasts, wearing wolf-hides and going about on all fours when entering battle. These savage men use their fearsome behaviour to terrify their prey; though even more terrifying is the rumour that they eat flesh ....any flesh.

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+6 2D6+12 3D6+6 1D6+6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 20-21 18-19 17-18 9-10 10-11 10-11 MOVE: 10 HP: 18-19 Damage Bonus: +1D6 Tres Fact: 5 Points Variable/7 Variable/7 Variable/7 Variable/9 Variable/6 Variable/6 Variable/7

GHOST
A ghost is the spiritual remnant of a man (or

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Gamemaster note: Ghosts are often highly

specific to the conditions of their death and their environment, and ideally should be crafted by the Gamemaster to fit the circumstances of the setting. Ghosts usually possess only POW, though some ghosts may have APP. All ghosts exhibit a form of INT that shows a kind of cognitive awareness, but in truth is not true Intelligence but self-aware memories. Other ghosts are phantoms created by other beings that are used to beguile, deceive or otherwise mislead the living. The INT of such ghosts will be the INT of the creature or being that created the phantom and that creature or being will speak through the ghost pretending to be the dearly departed loved one of the living person being deceived. A ghost may appear to be solid, and have characteristics (STR, SIZ, and DEX) as a living being, though it will never have a CON value. Characteristic Roll STR CON SIZ INT POW DEX Hit Location variable N/A variable variable 4D6 variable Melee Average var. N/A var. var. 14 var. MOVE: equal to POW HP: none Damage Bonus: none Tres Fact: var. Points

clawing at, enveloping, or otherwise physically attacking the target. If the ghost overcomes the targets POW, he or she loses 1D3 power points. If the character can overcome the ghost, he or she causes it to lose 1D3 power points. More powerful ghosts may drain 1D6 power points (or even more) from a target in a single combat round, but will only lose 1D3 power points if overcome by the intended target. This combat continues each combat round until the target is unconscious, or either side has fled. A ghost will flee before it reaches 0 power points. A ghost that reduces a character to 0 power points may possess him or her, usually causing the victim to commit suicide or harm another person. Even if a ghost possesses a character, it remains tied to the site of its haunting and cannot leave. Incorporeal: Ghosts are immaterial, and are not subject to the limitations of the physical beings nor can they take physical damage. Other Powers: In addition to ghostly combat, a ghost may have powers suited to its former existence and role in the setting, or to the being that created it. Traditional powers for ghosts, that can be found in the Powers Chapter of the BRP rulebook include psychic powers such as Cryokinesis, Mind Blast, Mind Control, Pyrokinesis, Telekinesis, or super powers such as Drain, Energy Control, Invisibility, Teleport, and even Weather Control. All these powers will need to be held within the context of Middle-earth. At the gamemasters discretion, ghosts may or may not be vulnerable to powers such as magic, sorcery, or psychic powers, though it is suggested that if they are able to attack the living, the characters have some means of fighting back or banishing them.

Ghosts have no hit points nor do they possess armour Weapon Ghostly combat Strike Rank 1 Percent Damage age POW vs 1D3 power POW points

Skills: as suited to the nature of the ghost, or if the ghost is a phantom created by another being, its skills will be the same as the being who created it. POWERS Chill: The air will always be noticeably chilled when a ghost is present or about to manifest itself. Even on a warm summers day, the air will become cold and chilled and both people and animals will sense a foreboding and dread or even fear. In game terms, this will amount to no more than the gamemasters telling the characters that the air has suddenly grown cold and that their characters are feeling uneasy or even have a sense of dread about that place they are located. If the gamemaster feels it is appropriate then they could also use an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Ghostly Combat: Ghosts can attack in ghostly combat, consisting of a POW vs. POW resistance roll. This will appear as if the ghost is glimpsed as

GIANT
Little is known about this secretive race that dwells high atop the mountain passes and peaks of Middle-earth. Some would say their existence is merely the stuff of tales for children, but there are those who have explored less-inhabited lands and have witnessed the power of the giants first-hand. If the tales are to be believed, it is said that the giants resemble Men in much the same way as Hobbits do, but where Hobbits are diminutive, the giants are enormous! Imagine a tribe of Men, each standing a full sixty feet (18 metres) in height, hurling boulders from mountaintop to mountaintop creating a thunder all their own. The power of these creatures instantly sends a chill down the spine of any who hear the tale! The giants of Middle-earth are mysterious and powerful though they are indeed also a rare mix of both terrifying monster and potential ally for the Free Peoples of Middle-earth. As of yet holding no

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alliance to either the Shadow or the Free Peoples, the giants in the peaks of the Misty Mountains east of Rivendell are sure to attract the attention of the bravest of adventurers.

GORTHOROG
In the early days of Angmar, the Witch-king sent forces North to "collect" the remnants of an evil race that was long believed destroyed in the fall of Angband, but which Sauron's far-seeing eye spied in the ice of the Northern Waste. These ancient creatures were few in number but great in strength; of Troll-kind but far more cunning, and exceedingly cruel. The name given them was Gorthorog. Recognising the power of the Witch-king and of his master in Mordor, these creatures willingly joined with Angmar and Sauron. The smiths of Angmar outfitted them with powerful arms and armour, and they became Angmar's most devastating fighters, set at the front of Angmar's armies like the sharp edge of a blade. With their help, the Witch-king won many battles against the kingdoms of Arnor. Some say that it was Gorthorogs who tore down the Tower of Amon Sl, toppling it into ruin, but none survive to confirm that tale. In the last battle to drive Angmar out of the lands of Arnor, the enemy made one grave error. The Witch-king had held his last few Gorthorogs in Carn Dm, planning to lure his enemies to their ruin with a false retreat. But in the end his attempt to reach the fortress failed, and the Witch-king was driven from the North. Angmar was defeated. With Angmar's forces scattered, the Gorthorogs retreated to the dark places of that fallen kingdom, which were to them much like the cracks and shadows in the North where they once dwelt. Some also say that a few Gorthorogs fled south and east, all the way to Mordor, and there were bred with Trolls by Sauron, and thus had a part in the creation of the Mordor's most powerful and darkest of creatures. Of this, not even the Wise can say for certain. Now, with the rumours of a flame rekindled in Angmar, there remains the danger that these creatures might yet ally themselves with whatever evil returns to that barren realm Gorthorogs are related to Trolls but are not Trolls themselves, and hence do not come under the 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 to create this race, the Wise can only speculate. These creatures stand roughly over twice as high as a man but are shorter than a Cave Troll and have horns on their foreheards. They are ugly vicious brutes that wield maces and clubs in battle and have a cunning that belies their Troll bloodline. They are however hampered in movement by their bulky size.

Gamemaster note: when characters

engage a Giant in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head Average

25D6+54 142 MOVE: 18 17D6+54 114 HP: 128 25D6+54 142 Damage Bonus: 3D6 10-11 +17D6 3D6 10-11 Tres Fact: 5 3D6 10-11 2D6 7 Melee Points 01-04 10/43 05-08 10/43 09-11 10/43 12 10/50 13-15 10/35 16-18 10/35 19-20 10/43

Percent Damage age 3D6+db crush & Club, Heavy 3 50% knockback 1D6+db crush & Kick/Stomp 3 35% knockback Throw rock 1/CR 35% 2D6+ db crush Note: all weapons are of primitive make (eg, club is a modified tree trunk!) and designed for a (very) large creature to use. Weapon Skills: Lore (animals) 55%, Lore (plants) 35%, Lore (herbs) 35%, Language (Westron) 30%, Listen 75%, Sense 60%, Spot 70%, Throw 35%.

POWERS Giant club: Giants use enormous clubs or tree trunks in combat, and specialise in sweep attacks (see the rules for sweep attacks on page 233 of Chapter Seven: Spot Rules). A giants club has hit points equal to 10 + number of damage modifier dice. For example, the sample giant above has a club with 27 HP.

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Strike Rank

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

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sparingly as very few remain in the Middle-earth and they would be unlikely to travel out of Angmar unless as part of a large army in service to the Lord of the Nazgl. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+12 4D6+12 4D6+12 2D6+3 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 25-26 25-26 25-26 10 10-11 10-11 MOVE: 10 HP: 25-26 Damage Bonus: +2D6 Tres Fact: 10 Points 5/9 5/9 5/9 13/11 13/7 13/7 13/9

GREAT BEASTS
Beasts of burden used by Enemy. It is not known what type of animal the Great Beasts were before being twisted into the creatures that they are today for they are not described in the annals of the Wise. During the siege of Minas Tirith in the time of the War of the Ring, they were used to pull the battering ram Grond. It is possible that the creature these beasts hail from is native to the lands of the far east of Middle-earth, but this is uncertain. It may be that they are a twisted form of the Aurochs that are native to north-western Middle-earth. The Wise do not yet know the answer to this riddle. These creatures are generally docile and are bred and raised by orc herders living in the Nurn region of Mordor. Their temperament however is stubborn and the males are known to be very illtempered, especially in the mating season. All Great Beasts have a single large horn that extends from their forehead. Many an orc herder has learned the hard way at the business end of that horn, much to the amusement of other orc herders who know to treat the creature with enough respect in order to stay alive. These beasts of burden also are good for eating... apparently.
Characteristic Roll STR 4D6+24 CON 3D6+6 SIZ 4D6+24 INT 5 POW 3D6 DEX 2D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Average 38 17 38 5 10-11 7 MOVE: 10 HIT PTS: 25 Damage Bonus +4D6 Tres Fact: N/A Points 4/7 4/7 4/11 4/11 4/7 4/7 8/9

Percent Damage age Club, Heavy 85% 1D8+db crush Mace 85% 1D8+2+db crush 1D10+3+db Great Hammer 4 75% crushing Note: Gorthorogs can wield a weapon in each hand and therefore get a minimum of two attacks each combat round. All weapons are two handed normally to smaller creatures. Weapon Skills: Darkvision 80%, Grapple 55%, Language (Blackspeach) 50%, Listen 55%, Sense 50%, Spot 85%, Throw 75%. POWERS Berserker Frenzy: Gorthorog can become frenzied with bloodlust in the heat of battle. For every combat round a Gorthorog is engaged in combat, roll a D100 for the Gorthorog before combat occurs. If the D100 roll is less than or equal to the creatures CON, it goes berserk for that combat round. The Gorthorogs chance to hit with melee weapons increases by half its normal attack chance. Thus its 75% chance to hit with a heavy club will increase by +38% for a total of 113% for that combat round. The creature will be so frenzied with bloodlust that it will ignore any chance to parry or dodge.

Strike Percentage Damage Rank @ 2D10+db crsh Butt 8 50% @ 2D6+db crush Trample 8 50% 1D10+1+db @ Gore 9 40% impale @ A Great Beast cannot butt, trample and/or gore in the same combat round, chose one attack only. Weapon

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.daeh sti no ecnefed ruomra ekil etalp ti gnivig ,aera lainarc eht fo tsom srevoc tsaeB taerG eht fo daeherof eht no nroh ynob gnorts ehT :ETON

.temleh etalp a gniraew si erutaerc eht hguoht sa tca taht setalp simredoxe ynob desuf kciht evah slluks riehT .smra dna stsehc rieht no ruomra liam etalp raew dna ruomra tp5 larutan evah sgorohtroG :ETON
Strike Rank 5 5

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

GRIFFIN
The origins of the Griffin have been lost in time. Whether they are a natural species within Middle-earth or a creature that has been despoiled by the influence of the Shadow is a point of much conjecture amongst the Wise. The creature would conceivably have to been the result of sorcery given its appearance, but its widespread distribution across the ancient forests of Middle-earth would suggest that the creature is a completely natural one. The fact that the species is found mostly in the ancient forests that once upon a time were joined to make one single primordial forest covering most of Middle-earth lends weight to the argument that the creature is indeed a natural species. Griffins are roughly the size of a domesticated dog and indeed have the body, hind legs and short whip-like tail that in appearance are identical to a greyhound dog. However the head of the creature is shaped like that of an eagle. The creatures limbs are taloned and a fleshy thick membrane flap extends between the fore and hind limbs and gives the creature the ability to glide. The creature must have avian ancestry not only due to its eagle like appearance, but also by virtue of the fact that the creature is known to lay eggs and to build nests in tree canopies or on rock outcrops in the same fashion as birds do. They are excellent climbers, climbing in similar fashion to that of a bat, and prefer to spend the majority of their time roosting in trees rather than being on the ground. Griffins have also been observed in the high peaks of a number of Middleearths mountain ranges, though they were clearly a forest dwelling species when the First Born migrated across the land into Beleriand. 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 highly territorial. Griffins often ambush prey from their roost within tree canopies. In the east of Middle-earth, there are tails amongst the Easterling tribes that speak of powerful sorcerers and war-lords having tamed or reared these creatures to act as watchdogs. The Wise are uncertain if these tales have any truth to them, but it would not be beyond the bounds of plausibility, especially if the creature was reared from a chick.

derived, for the Griffin has long been living in Middleearth. Characteristic Roll STR 2D6+6 CON 2D6+6 # SIZ 1D6+1 INT 5 POW 3D6 DEX 2D6+6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Average 13-14 13-14 4-5 5 10-11 13-14 MOVE: 10 (6 glide) HIT PTS: 10 Damage Bonus none Tres Fact: N/A Points 1/3 1/3 1/5 1/5 1/3 1/3 1/4

Strike Percentage Damage Rank @ 1D6+db impale Bite 12 50% @ 1D6+db impale Claw 7 50% @ A Griffin attacks with two claws simultaneously and bites 5 Strike Ranks later. Weapon

# Within the ancient tales of the east, stories of Griffins of much larger size have been told of. Though the Wise believe that these tales are fanciful imagination, there may be some truth to them. Skills: Dodge 50%, Glide 55%, Listen 55%, Sense 50%, Spot 75%.

Gamemaster note: Griffins are not innately

wicked creatures. Their voracious appetite as a predator gives rise to the superstitions that the creature is a creature of the Shadow. The creature is a species tainted by sorcery; however none know just from what natural creature the species is

Those who live near the forests of Middleearth are often heard telling tales of the ancient power that lies within darkened woods; trees speak to one another in voices all their own and have even been seen, although admittedly on rare occasions, to move and travel of their own free will. Many of these tales are simply dismissed as ancient legends of the forest, but adventurers within Middle-earth would do well to heed the truth of these tales. These "walking trees" do indeed exist. Though each is as unique as the very trees themselves, most are said to be thick and gnarled, with long, arm-like branches, deadly, grasping, twig-like claws, and are capable of moving at great speed, especially when the need is dire.

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.srepeek rieht yb ruomra rehtael edam yllaiceps evah lliw sgod-draug sa yticapac a ni desu sniffirG .ruomra larutan fo tp1 sessessop niffirG A :ETON

HUORN

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Gamemaster note: Merry's words in The

Lord of the Rings sheds additional light on the nature of Huorns. "Treebeard won't say much about them, but I think they are Ents that have become almost like trees, at least to look at. They stand here and there in the wood or under its eaves, silent, watching endlessly over the trees; but deep in the darkest dales there are hundreds and hundreds of them ..."There is great power in them, and they seem able to wrap themselves in shadow: it is difficult to see them moving. But they do. You are standing looking at the weather, maybe, or listening to the rustling of the wind, and then suddenly you find that you are in the middle of a wood with great groping trees all around you. They still have voices, and can speak with the Ents ...but they have become queer and wild. Dangerous." Gamemaster note: All Huorns are susceptible to attacks by fire and by axes. They take an additional 1D6 damage if attacked by either of these weapons. Impaling or crushing weapons, such as swords, spears, arrows, maces, rocks etc are particularly ineffective against an Huorns thick bark, inflicting only the minimum weapon damage on a successful attack (although any damage bonus remains unaffected). Critical and special success attacks by all weapons other than axes and fire are treated as a though they were a normal attack success doing only the weapons minimum damage. Only axes and fire are able to inflict critical and special success damage against a Huorn.

Percent Damage age 2D6+db # crushing + Branch Strike 3 70% knockback 2D12+db # crushing + Branch Slam 7 55% knockback 4D12+db # crushing + Trample 12 55% knockback # A Huorn will attempt to strike with up to four Branch Strikes per combat round. The first strike will occur on Strike Rank 3, the second on Strike Rank 6, the next at Strike Rank 9 and the last at Strike Rank 12. Once every two combat rounds, the Huorn will forgo its multiple branch strikes and instead go for a single branch slam. The Huorn is also capable to charging forward and trampling its foe under its many thick roots. The Huorn will only attempt this if it is truly angered and becomes filled with blind rage. Weapon SIZ: The size of a Huorn is dependent upon the species of tree that the creature belongs too. An average SIZ has been given, however this may be increased or decreased depending on the species of tree the Huorn originates from. Conceivably any species of tree can produce a Huorn. Skills: Hide (in Woods and Forest) 100%, Language (understand Westron) 70%, Language (Entish) 100%, Listen 75%, Sense 80%, Spot 85%, Stealth 75%. POWERS Huorn Song: Some Huorns possess the ability to subtly make music by the movement of the breeze
@

Gamemasters other, other note:

when characters engage a Huorn in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used.

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Few know the true origin of the Huorns, for these forest-dwellers are no doubt ancient. Some say they are a form of Ent, the legendary treeshepherds, changed over time to be more like the trees of ancient forests such as Fangorn far to the east. Others claim they are trees, coming to awareness and becoming more like the Ents of the ancient legends. It is known that Huorns can speak the language of the Ents and have often worked together with the forest guardians against the rising forces of darkness. No matter their origin, the powerful Huorns spend most of their days moving little, watching as silent protectors, usually deep within the darkness of their woodland homes. However, they are fiercely protective of the ancient stands of Middle-earth and fight with unmatched speed and deadly effectiveness when called into action to defend their land and their ages-old secrets. While most are simply wild and dangerous without the guidance of the Ents, there are others still, called Black Huorns, who are rotten to the core and will harm anything that walks on two legs.

Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Right Roots Left Roots Trunk Right Lower Branches Left Lower Branches Right Upper Branches Left Upper Branches 4D6+40 4D6+12 6D6+42 3D6 3D6 2D6+3 Melee 01-02 03-04 05-08 09-11 12-14 15-17 18-20 Strike Rank

Average 54 26 63 10-11 10-11 10 MOVE: 18 HIT POINTS: 45 Damage Bonus: +6D6 Tres Fact: N/A Points 10/15 10/15 10/18 10/12 10/12 10/12 10/12

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

through their branches. This Huorn song is mystical to listen to and causes one to focus their thoughts far away, forgetting all else. The Huorns Song induces a clouding of the victim's mind as though it were a Forgetfulness spell. This spell is treated as though the Huorn is casting it with the spell casting method: Song of Power. Sleeping Song: Some Huorns also possess the ability to subtly make music by the movement of the breeze through their branches. This song is sweet to listen to and causes one to forget their cares and feel a lightness of heart, but a heavy weariness that induces sleep will also accompany that feeling. The Huorns Sleeping Song induces sleep as though it were a Slumber spell. This spell is treated as though the Huorn is casting it with the spell casting method: Song of Power. Wrapped in Shadow: Huorns have the ability to literally wrap themselves in shadows. The creature will subtly close its canopy in order to make the shadows cast by the canopy darker and more foreboding. The creature is then able to move in an imperceptible manner and thus sneak up on anyone nearby. In addition, the shadows stifle sound under the canopy, muffling and suppressing it. Any attempt at Perception based skills made under the canopy (or peering into the shadows cast by the canopy) are at a - 40% disadvantage due to the thickness of these shadows.

The annals of the Wise also tell of a disquieting fact that few know, namely that the Sea Kraken has a fresh water cousin. This creature, like its cousin, is also rare and grows to smaller dimensions of roughly some thirty metres in length from the top of its body to its tentacle tips. Most Fresh-water Kraken, however, are smaller still. The Fresh-water Kraken is found mostly in large deep inland lakes in cooler climates as the fresh water variety prefers the cold water depths. The creature has an evil reputation that is justly deserved. Whereas the Giant Squid is fairly placid by nature towards man, preferring to hunt in the ocean depths and therefore rarely seen by sailors, the Kraken is a different beast altogether and will aggressively attack anything on site it considers a possible meal.

Gamemasters note: when characters

engage a Kraken in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Two versions of the Kraken are given here, one for the Fresh-water Kraken and the other for the Sea Kraken. Both reflect a fully mature adult creature. For smaller, more juvenile Krakens, reduce the STR and SIZ of the creature by 1D6 for every metre decrease in the length of the creature. All Kraken have the same weapons attacks and skills.

KRAKEN
These huge, rare, voracious predators are akin to the giant squid, and are a ten-tentacled cephalopod. Often the Giant Squid has been confused by sailors for a small Kraken, but none can mistake a true Kraken when they see one, if they survive the encounter to tell their tale, that is. Kraken have been known to attack ships off the Belfalas coast and near Umbar and there are tails from sailors in both regions that speak of the horrors of encountering such a beast. Whereas an average-sized squid has a body roughly four meters long, with tentacles that can extend up to an additional twenty meters in length, a Kraken is much bigger is size. Sailors tails of attacks by Sea Kraken report the creatures size at somewhere more around sixty metres from the top of its body to its tentacle tips. The tentacles of the Kraken are also wickedly barbed. Whether this reported size is the imaginings of terrified sailors or a correct assessment of the creatures dimensions is always hotly debated by sailors themselves, and many a tavern brawl has begun over such tales. However, few sailors have ever survived an encounter with the creature and returned home to tell their harrowing tale.

FRESH-WATER KRAKEN
Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Tentacle 1 Tentacle 2 Tentacle 3 Tentacle 4 Tentacle 5 Tentacle 6 Tentacle 7 Tentacle 8 Tentacle 9 Tentacle 10 Body 16D6 2D6+6 16D6 4 3D6 2D6+12 Melee 01 02 03 04 05 06 07 08 09 10 11-20 Average 56 13 56 4 10-11 19 MOVE: 10 swim HIT POINTS: 35 Damage Bonus: +6D6 Tres Fact: N/A Points 5/9 5/9 5/9 5/9 5/9 5/9 5/9 5/9 5/9 5/9 5/15

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Weapon Beak
#

Strike Rank 12

Tentacle

Percent Damage age 1D10+db 35% impaling 1D6+db crush 55% + knockback

the Krakens mouth; it will suffer a beak attack by the creature. Skills: Hide (in water) 70%, Swim 100%.

SEA KRAKEN
Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Tentacle 1 Tentacle 2 Tentacle 3 Tentacle 4 Tentacle 5 Tentacle 6 Tentacle 7 Tentacle 8 Tentacle 9 Tentacle 10 Body Weapon 46D6 2D6+6 46D6 4 3D6 2D6+12 Melee 01 02 03 04 05 06 07 08 09 10 11-20 Strike Rank Average 161 13 161 4 10-11 19 MOVE: 10 swim HIT POINTS: 87 Damage Bonus: +19D6 Tres Fact: N/A Points 8/22 8/22 8/22 8/22 8/22 8/22 8/22 8/22 8/22 8/22 8/35

LOSRANDIR (Caru)
These great deer of the North are relatives of the Caru and are most common in the northern foothills of Numeriador. Mature individuals sport large sets of antlers. Their fur ranges anywhere from black to white, although most are a grayish silver. They are the favoured game of the Lossoth of the North, prized for both their antlers and hides. Their cousins, the Caru, are also a large deer found throughout all of Numeriador and is prized by hunters for its large antlers. Caru prefer the nonforested regions of the area and often travel in gargantuan herds numbering up to as many as twenty thousand strong. They feed on the grasses, moving where their food supply is plentiful. Caru are a favourite among hunters because of the warm furs their pelts provide.

Gamemasters note: both the Caru and the

Losrandir are deer species and are included here for gamemasters who may wish to use the species for hunting adventures and with crafting of items (using the creatures antlers and pelts). Characteristic Roll STR 2D6+6 CON 3D6 SIZ 3D6+6 INT 4 POW 3D6 DEX 3D6+6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Weapon Butt Average 13-14 10-11 17 4 10-11 7 MOVE: 12 HIT PTS: 13-14 Damage Bonus +1D4 Tres Fact: N/A Points 1/4 1/4 1/6 1/6 1/4 1/4 1/5

Skills: Hide (in Woods and Forest) 80%, Listen 75%, Sense 80%, Spot 85%, Stealth 55%.

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Percent Damage age 1D10+db # Beak 12 55% impaling 1D6+db # crushing + Tentacle 3 75% knockback # A Kraken can attack up to five different targets simultaneously with its tentacles. The first tentacle successfully striking a target will hold onto it, and when a second connects, the two constrict the target until the target can escape or cut free. Each tentacle remaining around a target will do normal damage each combat round. To escape from a tentacle, a character must make a successful STR vs. STR resistance roll opposed by the Krakens STR, or must make a Difficult Effort roll to get a hand free to attack. Attacks against a Kraken while being held by its tentacles are Difficult. Once two tentacles have struck a target, the Kraken will attempt to drag it towards its mouth. A successful STR vs. STR resistance roll opposed by the Krakens STR must be made in order to prevent being dragged into the creatures mouth the next combat round. On the combat round the target is at

edih citsale kciht larutan serutaerc eht si ruomra :ETON

Strike Percentage Damage Rank 2D6+db crush 7 35%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

LYNX
There are more threats in the cliffs and crags of the North Downs than Orcs and evil Men. Many creatures that walk on four legs, both natural and evil, stalk prey in the hills and fields of the North Downs. In the crags of Nan Amlug, lynx dwell in great numbers. While these mountain cats are mere 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 towards their prey, springing upon the unwary with vicious precision. The miners of Othrikar, the dwarfmines of Nan Amlug, must keep a constant vigil as they journey to and from their tunnels. The Lynx is a species that can either prove to be a friend or foe for the Free Peoples. They are a natural species untainted by the Shadow, but as a predator they can prove to be troublesome and dangerous. While the Lynx will generally not attack a fully grown man or elf, children, dwarves and hobbits should be cautious of these creatures, for a hungry Lynx will attack if it feels there is an easy meal on the menu. However, as a species, they have learned a hatred for orc-kind as these creatures are often hunted by the goblins of the mountains. As such, a Lynx is more likely to attack a lone goblin on sight than a child or hobbit. If taken as a young cub, a Lynx can be weaned and tamed as a pet, albeit a rather wild one, and can prove to be a useful support for protection and hunting in lonely lands. The pelt of a Lynx also can be used to make warm furs to stave off the winter cold.
Characteristic Roll STR 2D6+6 CON 3D6 SIZ 2D6 INT 5 POW 3D6 DEX 2D6+12 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Weapon Bite @ Claw @ Ripping
@

Lynx get two simultaneous claws and one bite attack each combat round. The bite comes 5 Strike Ranks after the claw attacks. If both claws successfully strike the target, the Lynx will hang on and rip with its hind claws on the next round while continuing to bite, gaining a free attack for its bite that combat round. Skills: Dodge 45%, Hide 80%, Jump 55%, Listen 75%, Sense 80%, Spot 85%, Stealth 75%, Track (by smell) 70%.

MAMMOTH
In the frozen Northern Wastes of Middleearth and in and around the Ice Bay of Forocel these huge pachyderms thrive in the cold wastes. The Lossoth call the Mammoths Norsu and respect the strength of these beasts. During the short northern summers the Mammoth provide a good source of meat and hide for the Lossoth and the creatures large tusks are useful in both the construction of their tents and in the shaping of useful items and weapons. Though generally placid, these beasts will become agitated if a person strays too close and an angry Mammoth is a sight to behold, usually from a safe distance. The creatures survive in the frozen wastes by using their tusks to gouge away the snow to reveal the frosty tundra vegetation beneath and gaze until the return of winter. When the days grow short and the nights cold and long, these creatures will migrate southwards to the edge of the tundra where the perma-frost does not cling to the soil, there to scrape through the snow and to graze off the grasses and small shrubs and trees until the return of summer. During the summer they will migrate north to mate and graze, once again returning in the following summer to give birth to their young. Characteristic Roll STR 4D6+24 CON 3D6 SIZ 4D6+24 INT 4 POW 3D6 DEX 2D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Average 38 10-11 38 4 10-11 7 MOVE: 10 HIT PTS: 25 Damage Bonus +4D6 Tres Fact: N/A Points 8/7 8/7 8/11 8/11 8/7 8/7 8/9

Average 13-14 10-11 7 5 10-11 19 MOVE: 12 HIT PTS: 9 Damage Bonus none Tres Fact: N/A Points 1/3 1/3 1/4 1/4 1/3 1/3 1/3

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Strike Percentage Damage Rank 1D8+db impale 12 45% 1D6+db bleed 7 70% 2D6+db bleed 1 80%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Weapon Gore @ Trample


@ @

Strike Percentage Damage Rank 1D8+db impale 8 65% 1D6+db crush 8 75%

Gamemasters note: the Mearas are highly

Instead of goring, a Mammoth 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 Mammoths 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 combat round. Alternatively, the Mammoth may fling the victim away up to twice its damage bonus in metres, doing falling damage. The victim must not be greater than half the Mammoths SIZ for this to happen. Refer to Falling on p.223 in the Spot Rules chapter of the BRP rulebook to resolve falling damage. Skills: Listen 55%, Sense 70%, Spot 65%.

respected by the Rohirrim. It is said by the blond horsemen that the rider does not choose the horse, the horse chooses the rider! Mearas are much more intelligent, faster, and hardier than any other horse. As such they make ideal warhorses if they can be acquired. However, no Rohir will sell such a steed and all will inquire about one he sees that is not in the hands of a Rohir noble. When a Mearas accepts a rider, it will bond with that rider for life. Only death will separate them. Mear are intelligent enough to understand speech, though they cannot speak it. Most Mearas are either white or grey. A Mear will never accept a saddle...ever! Characteristic Roll STR 4D6+18 CON 2D6+8 SIZ 4D6+14 INT 7 POW 3D6 DEX 3D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Weapon Bite Kick Rear and Plunge Trample Average 32 15 28 7 10-11 10-11 MOVE: 12 HIT PTS: 22 Damage Bonus +3D6 Tres Fact: N/A Points 2/6 2/6 2/10 2/10 2/6 2/6 2/8

MEARAS
In the old north of Middle-earth lived a proud race of wild horses, long-lived, wise and fleet of foot. The legends of Men said that their ancestors had been brought from the West by Bma, their name for the Vala Orom. One of these was captured as a foal by Lod of the othod. It grew into a strong white horse, but when Lod tried to mount it, it threw him and killed him. Lod's son Eorl took the horse himself, naming him Felarf. Felarf was one of the greatest horses to have ever lived, and was said to understand the speech of Men. He carried Eorl when the othod rode south to Rohan, and there sired a race of horses nearly as great as himself. These were the Mearas, noble horses that lived as long as a Man, and had extraordinary strength and intelligence. Throughout their history, they would only allow themselves to be ridden by the Lord of the Mark or his sons. This long tradition was broken by Gandalf, who managed to tame the greatest of the Mearas of his time, Shadowfax, and rode that mighty horse throughout the War of the Ring. Shadowfax was the Lord of the Mearas during the time of the War of the Ring. There are two contradictory accounts of the origins of the Mearas. According to omer, they were descended from Felarf, the great horse of Eorl. On the other hand, there was a popular tale among the Rohirrim that the ancestors of these horses were brought to Middle-earth by Orom from Aman. However this tale seems to be mere legend.

Skills: Dodge 55%, Listen 55%, Sense 70%, Spot 55%. POWERS Rulers of Horses: A Mear is a natural leader of horses. All other horses that have not been corrupted defer to the Mear. In battle, all regular warhorses will follow the Mears lead, giving their riders a +40% bonus to their riders Ride skill when the horse is within 100 metres of the Mear. Unbridled Stamina: A Mear is stronger than normal horses and capable of extended activity and carrying a rider over great distances without need of rest. Any Stamina roll required of a Mear will always be undertaken at Easy difficulty at its CON x5 regardless (even if the optional Weariness Levels or Fatigue Point systems are being used).

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3 8

Strike Percentage Damage Rank 1D3+db bled 8 55% 1D8+db crush 5 75% 75% 75% 2D8+db crush 2D6+db crush

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Understand Speech: A Mear is capable of understanding the speech of Elves, Men, Dwarves and Hobbits. They cannot speak, but they will understand fairly rudimentary requests: We must ride like the wind, time is against us, Carry this child to Edoras and then come, find me etc.

MEWLIP
Mewlips are an evil race of cannibalistic spirits said to be akin to Wights. They favour noisome swamps and marshes, endangering anyone nearby. However they may be found in caves as well, an icy chill and fog indicating their presence. Like Wights, Mewlips possess a semicorporal body that can be physically destroyed. Unlike the Wight, which inhabits the bones or remains of the deceased, a Mewlip can form its own body in order to anchor it to the physical realm. Mewlips also possess the capability to inhabit the body of a deceased person or animal, however this trick is only known to occur when a person or animal has drowned in a swamp inhabited by the Mewlip and the body never recovered. In such a case, the Mewlip will animate the bloated corpse until the body is destroyed. Once killed however, that can prove profitable, since they are hoarding beasts. Mewlips are seldom found alone, however, and will gather together in small groups. If a Mewlip is encountered alone, there is a good chance that others will be nearby. Their favoured trick is to lurk within the murky waters of marshes and swamps and will lunge up from below to grab the unweary and drag them in to the murky depths, drowning them. Both man and beats are equally endangered in this manner.

It will then form a new body for itself and return by the next cycle of the Moon. If, however, a Mewlips created body (its true body and not an animated drowned corpse) is killed the creatures body will evaporate into a mist then dissipate, and the Mewlips 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 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 bloated corpse is being possessed by the Mewlip, the characteristics (in life) of the creature or person who was the former owner of that body will be the statistics Gamemasters should use for the Mewlip. The only exception is that the Mewlips POW will be that as shown below, ie 4D6+6. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head POW @ POW 2D6+6 2D6+6 4D6+6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
@

Average 20 20 13 13 20 10-11 MOVE: 10 HIT PTS: 16-17 Damage Bonus +1D6 Tres Fact: 100 Points 5*/6** 5*/6** 5*/6** 5*/8** 5*/5** 5*/5** 5*/6**

Gamemaster note: Mewlips rarely wonder

far from swamplands, marshes and estuaries. They will only be found in caves if that cave is located near a swamp or marshland area. However, if such a cave is present, it will be the home for the Mewlips that infest the area, and the place wherer they horde their wealth. Mewlips are not affected by sunlight as Barrow-wights are. This is due to the fact that they can create a physical body to inhabit, thus creating a permanent tie to the physical world, as long as the Mewlips body remains intact. If a Mewlip inhabits the body of a drowned victim, either animal or human, the creature will remain tied to that body until the body rots and falls apart or is otherwise destroyed. Given that the creature inhabits watery bogs and swamplands, this process of decay can take days to several months to occur. At that time the Mewlip will depart from the physical realm but will be bound to the area as a Fell Spirit.

A Mewlip can attack with two claws and a bite in a single combat round. @ A Mewlips STR and CON are equal to its POW. * A Mewlip possessing a bloated corpse will wear the armour of the creature or body being possessed, whether that armour was natural or worn by the previous owner. ** Due to the undead nature of the Mewlip, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie

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Weapon Bite Claw

Strike Percentage Damage Rank 1D6+db bleed 9 70% +poison 1D8+db bleed 7 60%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

half rolled damage). Only magic and magical weapons will do full damage to a Mewlip. Skills: Listen 85%, Stealth 85%, Spot 70%, Sorcery 100%, Tracking 70% POWERS Magic Spells: Evoke Fear, Fog-raising, Forgetfulness, Holding-spell, Misdirection, Spellbinding, Shadow of Fear, and Veiling Shadow. Mewlips do not make Stamina rolls after casting spells. Overwhelming Presence: The presence of a Mewlip is frightening. When a Mewlip is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -20% penalty to their resistance roll attempt. Poison: a Mewlips bite possesses a lethal poison with a potency POT equal to the Mewlips POW. The poison will take effect within 5 combat rounds of being bitten. Refer to Poison on p.229 of Spot Rules in the BRP rulebook. The victim will have cold chills, violent shaking and nightmarish dreams for up to a week after the poison takes effect. The favoured trick of the Mewlip is to lunge from the murky depths and grab a victim, biting them as they drag the victim into the water. If they fail to drown the victim, and the prey escapes, they will track it down once the poison takes effect and then drag the helpless victim into the water to drown them there. Stench of Decay: Mewlips exude a foul stench reminiscent of rotting flesh and swamp gas (methane). Those who come within 10 metres of the creature must succeed in a Difficult Stamina roll or suffer a -20% penalty to all skill rolls, including combat skills. This penalty remains for as long as they remain in the area of the creatures stench. The Stamina roll must be undertaken every time a character re-enters the area of the creatures stench. Undead Stamina: Mewlips need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Mewlips 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.

MORROVAL
In the First Age of the Sun, in Angband, there were many creatures bred and twisted by darkness. Amongst these creatures where the Vampires, the bat winged messengers of Morgoth, who where all but destroyed at the fall of Beleriand. In later Ages, the Dark Lord Sauron attempted to rebreed from the surviving Vampires a new race of these abominations. The results were not as hopped for but he did succeed in creating a new race of creatures with which to make war upon Middle-earth. These new monsters where the Merrevail. A Morroval, in appearance, is something of a cross between a bat and a mortal woman, but if the blood of Man ever ran within its veins, it has become utterly corrupt and evil. These creatures are not mere beasts, acting strictly upon instinct. They are instead cunning and skilful in the use of arms and carry wickedly cruel looking daggers and have sharp claws and feet. It is rumoured that they may have powers beyond the mundane as well. The Merrevail dwell mostly in the ruined realm of Angmar, where they were first bred. Some however now act as messengers between Mordor, Dol Guldur and Angmar in service to the Iron Crown, the Steward of Dol Guldur and the Lidless Eye. The Morroval roost like bats within especially constructed lattices mounted into the cliffs and citadel walls of Angmar and Mordor. They patrol the night skies of these realms looking for intruders and swoop down to attack the unweary. They hate the sunlight and will be mostly inactive during daylight hours. Come nightfall however, and they take to wing seeking blood and meat to feast upon and spying out their homelands looking for intruders. It is very rare for a Morroval to be seen outside of the realms of either Angmar or Mordor for the Morroval will only journey beyond their lands when acting as messengers.

Gamemaster note: Morroval are essentially cowardly creatures and will only attack if in a superior numerical advantage or they feel that they have the element of surprise. They are however aggressive predators and will attack without fear if hunger so drives them. If the encounter goes ill for them however, they will attempt to escape by flying away from danger. Morroval are also used as assassins. All Morroval suffer a -40% penalty to all skills when in direct sunlight. Heavy shade or thick cloud cover will negate this penalty.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Claw Left Claw Abdomen Chest Right Wing Left Wing Head 3D6 3D6 2D6+6 2D6+3 3D6 5D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 10-11 13-14 10 10-11 17-18 MOVE: 10/12 fly HP: 12-13 Damage Bonus: -1D4 Tres Fact: 10 Points 1/5 1/5 1/5 1/6 1/4 1/4 1/5

bloodlust that it will ignore any chance to parry or dodge, however if its life becomes endangered, it will attempt to flee the combat by flying away. Once the foe is killed, the Morroval that killed the foe, or all frenzied Morroval if combat has ended, will tear into the downed foe in a horrid feeding frenzy (not a pretty sight!). Poison: a Morrovals bite contains a powerful anticoagulant that will prevent blood clotting for a full turn (25 combat rounds). Should a Morroval succeed in scoring damage to hit points from its bite, the foe will begin bleeding profusely losing 1 hit point per combat round for a total of 25 combat rounds. This will drive the Morroval into a Blood Frenzy (see above). Even in combat the creature will try to lick the blood off the victim and will attempt to take additional bites at their foe. Any successful First Aid skill roll or the application of a healing potion or a healing spell will instantly staunch the flow of blood loss, stopping the additional 1 hit point loss per combat round as the result of this poison.

Note: Morroval can wield a dagger in each hand and therefore get a minimum of two attacks each combat round. If they are not carrying their daggers, they can attack with each of their clawed hands. Alternatively they can attack with two foot gouges per combat round by jumping in the air and hovering for that combat round. If they attack with their clawed hands, and both claws hit the same target, then in the next combat round they will hold on with both their claws, doing automatic damage, and make a bite attack. Skills: Darkvision 80%, Grapple 55%, Language (Blackspeach) 80%, Language (Westron) 80%, Listen 55%, Sense 50%, Spot 85%, Track 75%. POWERS Blood Frenzy: Morroval will become frenzied with hunger if a Special attack success against a foe causes bleeding damage. If bleeding damage is scored against a foe, all Morroval engaged in the combat, or in sight of the bleeding wound, will become frenzied. Their chance to hit instantly increases by half their normal attack chance. Thus a 75% chance to hit with a claw will increase by +38% for a total of 113% for the duration of the combat. The creature will be so frenzied with

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Weapon Bite Claw Foot Gouge Dagger Strike Rank 9 7 5 10 Percent Damage age 1D6+db bleed 70% + poison 75% 1D8+db bleed 55% 1D8+2+db bleed 1D4+1+db 75% impaling

NEEKERBREEKERS (Norbog)
Deep in the heart of the Midgewater Marshes lived a colony of creatures that seemed to be of cricket-kind. As Strider led the Hobbits through the Marshes, they never encountered one of these creatures, but the night air was full of the incessant neek, breek sounds they made. From these sounds, Sam coined a name for them: the Neekerbreekers. Throughout Middle-earth there are many forms of insect; some mere annoyances, others more dangerous, and some that are a mystery that are rarely, if ever, seen. Neekerbreekers once fell into the last category. For ages, they were merely a distracting noise in the heart of the Midgewater Marshes, but recently a shadow has passed through Bree-land, and they have become more aggressive and begun to swarm. Neekerbreekers have now been seen in many different varieties and can be found across Eriador, albeit known by different names: the relatively placid and still elusive Neekerbreeker resides in the marshes of Bree-land, while the fiercer Norbog populates the crags of the Ered Luin and elsewhere.

Gamemaster note: These little rotters can be a real pain. Generally, on their own they dont pose too much of a problem. But they have a habit of swarming in large numbers and can eat their way through an entire wheat field in just a few hours. In addition, when they are threatened they can burrow into the ground and cover themselves within a single

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

combat round. This can make it rather heard to kill the little blighters because they just go to ground and wont come back to the surface until they feel that any ground vibrations nearby their little dugout has ceased. Savvy player characters can use this to their advantage however. The Norbog, of which the Neekerbreekers are a sub-species, have been known to become very aggressive when in swarms. It is not known if the more elusive Neekerbreekers behave similarly. The statistics below are for the more common varieties of Norbog (including the Neekerbreekers) however there are larger varieties of this species that have 2D6 STR and CON and grow to 1D6+1 SIZ.

POWERS Swarm: The Norbog are capable of swarming. When a swarm occurs, gamemasters should completely ignore the statistics given for the Norbog above and instead use the Insect Swarm creature description and rules on pp 336-337 of the BRP rulebook. When a swarm occurs is up to the gamemaster. A savvy gamemaster may choose, for example, to allow the characters to kill several Norbog that have been threatening to devour the local townships wheat crop. Just when the characters think that ridding the town of the Norbog threat is going to be a piece of cake, the gamemaster then inflicts on the characters 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 around the characters.

Characteristic Roll

Average MOVE: 8/12 fly HIT PTS: 3 Damage Bonus none@ Tres Fact: N/A Points 3/1 3/1 3/1 3/1 3/2 3/2 3/1 3/1 3/1 3/1 3/1

STR 1D6 4 CON 1D6 4 SIZ 1D3+1 2 POW 1D6 4 DEX 3D6 10-11 Hit Location Melee Right Hind Leg 01 Left Hind Leg 02 R. Centre Leg 03 L. Centre Leg 04 Abdomen 05-08 Thorax 09-10 Right Fore Leg 11 Left Fore Leg 12 Right Wing 13-14 Left Wing 15-16 Head 17-20

OLIPHAUNTS (Mumakil)
Oliphaunts are gigantic, dark-grey beasts
from the jungles of far-southern Middle-earth. They resemble multiple tusked elephants of huge size and are clearly related to the elephants found in the savannas of Harad and the jungles of eastern Middle-earth. These monsters are also known as Mmakil (sing. Mmak) by the Haradrim. The term Oliphaunt comes from the Westron tongue. Oliphaunts came from Southern Harad, in the far south of Middle-earth. The Haradrim used Oliphaunts in battle and put towers (called howdah) on their backs to carry the Haradrim. The tusk of an Oliphaunt is deadly in combat, however their trunk can be even worse, for with it the Oliphaunt is capable of tearing trees up by their roots, seize men or beast, horse and rider, and hurl them great distances. The creatures hide is nearly impervious to arrows, spears and swords. The creature can use its massive bulk to level all but the strongest stone structures. Oliphaunts were once plentiful in central and southern Harad, particularly in Haradwaith. However, as men spread across the land, the forests that were home to the Oliphaunts were felled, and they became more and more rare. By the Third Age, virtually no Oliphaunts were left in the wild, though they are still kept as domesticated creatures in the southern lands, Harad in particular. In Haradwaith, Oliphaunts are used both as beasts of burden and as weapons of war. They help speed construction projects one Oliphaunt can haul more stones in a single day than a hundred slaves in a week and move goods from city to city. In battle Oliphaunts often have wooden war towers strapped to their backs, from which the soldiers of Harad can

A Norbog can attack once pre round with either its pincer bite or attack with its sharp horn on its head Some sub-species varieties of Norbog do not possess the head horn. @ A Norbogs Damage Bonus is -1D6, however the creatures attacks do not factor this reduction when calculating damage. This is deliberate as the insect would do negligible damage if its damage bonus was added to the attack. Gamemasters should feel free to add this back into the creatures attack, but hey, everyone deserves a chance in life and the Norbogs are no less deserving! Skills: Listen 55%, Spot 45%, Track 40%

.ruomra fo tp3 meht sevig taht ecaparac kciht yrev a evah gobroN :ETON
Weapon Bite Head Horn Strike Percentage Damage Rank 1D6+1 bleed 8 35% 1D8+1 impale 9 30%

G enesis 1:3 - And od said, et there be light, and there was light. G L
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John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

fire arrows even as the Oliphaunt tramples its foes beneath its mighty feet. The oliphaunts handler rides upon the creatures neck, using simple verbal commands to direct its actions. Wild Oliphaunts dwell in warm climates where open plains meet forests and jungles. Few now exist in the wild, except in hard-to-reach areas of the Haradwaith hinterlands. In captivity they live in large pens, typically maintained on the outskirts of southern settlements. Both wild and domesticated Oliphaunts form tight-knit family units. Females typically only give birth to one calf every other mating season, but they may give birth three of four times before the eldest calf is mature. The adult male and females will defend their young to the death. Very rarely two family units have joined together into a single heard for a short time. Typically this only occurs if the mature male of the second family group is the offspring of the first family group and the need to tend to a large number of juveniles is present. Maternal instincts take over within the extended family until such a time as all juveniles are able to fend for themselves. It has also been know for orphaned Oliphaunts to be adopted and cared for by herds that encounter the orphaned Oliphaunt. Characteristic Roll STR 20D6 CON 3D6+12 SIZ 20D6 INT 4 POW 3D6 DEX 2D6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Weapon Gore @ Trample # Tusk Swipe
@ @

combat round. Alternatively, the Mmak may fling the victim away up to ten times its damage bonus in metres, doing falling damage. The victim must not be greater than half the Mmaks SIZ for this to happen. Refer to Falling on p.223 in the Spot Rules chapter of the BRP rulebook to resolve falling damage. A Mmak can lift with its trunk an object in SIZ that is up to half the Mmaks SIZ.
#

A Mmak tusk swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Skills: Listen 55%, Sense 55%, Spot 70%. POWERS

Average 70 32 70 4 10-11 7 MOVE: 10 HIT PTS: 51 Damage Bonus +8D6 Tres Fact: N/A Points 10/13 10/13 10/21 10/21 10/13 10/13 10/17

Uncontollable: If a Mmak looses half of its hit points the creature will panic due to the pain and become uncontrollable. The creature will turn and run, not avoiding any obstacle (man, beast or structure) that is smaller than it. It will thus trample anything underfoot as it flees the conflict and the one who caused it its wounds. If the creature is part of a herd or war squadron and that herd or war squadron loose two thirds of their number during a single combat event (ie a single battle), each remaining Mmak must pass a Luck roll or panic and become uncontrollable.

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 G enesis 1:3 - And od said, et there be light, and there was light. G L
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.niks yrehtael tp01 larutan evah stnuahpilO :ETON

Strike Percentage Damage Rank 2D8+db impale 3 85% 1D6+db crush 5 75% 5D6+db crsh 9 50%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

ORCS
In the First Age, Morgoth ensnared and imprisoned many Elves. These poor souls were slowly tortured and corrupted, enslaved to the Dark Ones will. Thus the race of Orcs came to be, made in mockery of the Elves and forever-after their bitterest enemies. But the Orcs also loathed the Master they served in fear, hating him for inflicting upon them such unending misery. Morgorh used Orcs as soldiers, sending them in great numbers against the armies of the Eldar. He continued to breed them in his stronghold in Angband, continually replacing the fallen with more and more of the hateful creatures, until the Elves were overwhelmed. Many Orcs were slain at the end of the First Age. The remainder fled into the mountains and forests of Middle-earth, where they slowly developed into separate tribes and breeds. In the Second Age, Orcs came under the dominion of Sauron. By the power of these vast armies, the servant of Morgoth quickly became the Dark Lord of Middle-earth. The defeats Sauron suffered at the end of the age, however, were caused in part by the innate untrustworthiness of the Orcs, and so he resolved to improve the breed. The Orcs of the early Third Age were located primarily in the Grey Mountains and Misty Mountains, where their main stronghold was Gundabad. Within the mountains they carved massive complexes of tunnels and caverns, for though the Orcs cannot create things of beauty, they are skilled with their hands. They became as adept at mining as the Dwarves. Other Orcs, especially those tribes that lived in the forest of Mirkwood, came into the service of the Necromancer of Dol GuIdur. In TA 2480, after the Dwarves were expelled from Moria, Orcs settled in the great vaults and halls of the Dwarrowdelf. The Dwarves could not abide such foul creatures living in their ancestral home, and a series of expeditions to retake Moria followed. All were ill-fated. Over 750 years later, in TA 2747, the Goblin Golfimbul led an invasion into the Shire. At the Battle of Greenfields, the Hobbit Bandobras Took slew Golfimbul, knocking his head clean off into a rabbit hole, and routed his forces (also coincidently creating the Hobbit game of golf). In the Battle of the Five Armies, Bolg son of Azog commanded a great host of Orcs and Wargs that was defeated by the combined might of Men, Elves, and Dwarves. Three parts of the Orcs of the North perished in that battle, curtailing Orc-depredations in that part of the world for several decades. At the end of the Third Age, prior to the War of the Ring, the Orcs again rose in great numbers. In addition to serving Sauron, Saruman the White gathered a tribe of these foul creatures to Isengard.

There they used their skills as smiths to craft weapons of siege and war for the coming conflict with Rohan. Orcs have tough, leathery or scaly skin, blackish or greenish in colour. Their noses, flat and keen, allow them to track by scent. Their blood is black, and the nails on their hands are a strong as claws. They have great endurance and can run swiftly for long distances if they must. But most are lazy, preferring the easiest method of accomplishing any task. Orcs despise the sun and its painfully bright light, but their eyes can see as well at night or in dark tunnels as Men can in the light. Their eye colour tends towards blood red or bright yellow pupils that almost seem to glow in the dark. Just like a cats eyes, Orc eyes reflect any light shone into them. After the First Age, the race of Orcs diverged into a number of different breeds. In the mountains, particularly in the North including their strongholds at Gundabad and Mount Gram-Orcs tend to be taller and stronger, though not so much as Uruks on either count. Orcs from more southerly regions and from Mordor tend to be shorter and broader, with crooklegs and longer arms. Orcs favour the scimitar as a weapon, though they use other swords and daggers sometimes in saw-toothed varieties as well. Their weapon blades are black and often poisoned. Larger Orcs sometimes prefer spears and axes. Orc-arrows are short and black with black fletching. Orcs wear heavy and clumsy Orc-chainmail or laminar armour, or they wear armour scavenged together from those they have killed. Orkish skin is tough and leathery and so offers some natural protection against the weapons of their foes.

Gamemaster note: The various Orkish races


differ a bit from the other creatures in this chapter, as they are a proper race that can be played as player characters if the gamemaster wishes to run a campaign where the characters are all creatures of the Shadow. Orcs of many breeds infest Middle-earth with their corruption but each of the following statistic blocks describes a typical example of the main four breeds. Each block should be considered as a starting template. Orc-Chieftains, Captains, Trackers, Champions, Shamans, Sorcerers, Necromancers, skilled Warriors and so forth are more advanced than their standard and more common brethren. The statistics below are for the raw recruits that can be found amongst the Orc tribes, representing those Orcs who have just reached adulthood. If gamemasters wish to reflect the regional differences between individual tribes of Orcs or Goblins, they should use the templates below and modify them as they see necessary to fit the descriptions of Orcs belonging to the various tribes scattered across Middle-earth.

G enesis 1:3 - And od said, et there be light, and there was light. G L
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John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Racial Traits: All Orcs share the following


racial traits in common. Whether being played by player characters or used as creatures, Orcs gain access to the following innate abilities. Curse of Daylight: All Orcs and Goblins, when outdoors in bright sunlight, suffer a -20% penalty to all perception based skills. This is generally the reason why Orcs sleep during daylight hours, although they need rest only once every three days. In most darkness outdoors and in dimly lit tunnels Orcs can see 15 meters perfectly and fairly well up to 30 meters. In absolute darkness, they can see up to 3 meters. The Uruk-hai and Half-orcs are not adversely effected by daylight and do not suffer a penalty to their perception based skills. Hard March: All Orcs, including goblins, have great endurance and can run swiftly for long distances if they must. Orcs can maintain a forced run or march for many hours before requiring a breather. As such they do not suffer Fatigue Point loss (if this optional rule is being used) or lose Weariness Levels (if this optional rule is being used) when running/marching anytime under two hours duration. If they continue to run/march, for every hour after the first two hours of running/marching, they will lose 1 Weariness Level or 1 Fatigue Point per hour, depending upon which optional system is being used. Untrustworthy: Orcs, including goblins, trust none but themselves. They fear and respect power only and thus will follow only the most powerful of their kind, even though they will despise that leader, hating him and would stick a knife in his back if the chance arose. Only the Uruk-hai have an innate loyalty to one another, a sense of camaraderie that only a band of warriors can have, but they look down upon and despise the lesser Orcs, viewing them as weaker and worthy only for menial tasks and as arrow-fodder in times of war.

COMMON ORC
(Yrch, sing. Orch)
This is the standard and original breed of Orc, twisted and tormented by the Dark Powers into the wretched race it remains today. They hate all things of beauty and have a deep and abiding hatred for Elves most of all.
Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3D6+3 3D6 2D6+4 3D6 3D6 3D6+3 1D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 13-14 10-11 11 10-11 10-11 13-14 3-4 MOVE: 10 HIT POINTS: 11 Damage Bonus +1D4 Tres Fact: 12

Points # 2 /5 # 2 /5 # 2 /5 # 2 /6 # 2 /4 # 2 /4 # 2 /5

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. G enesis 1:3 - And od said, et there be light, and there was light. G L
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.nrow ruomra rehto yna tnuocca otni ekat ton od dna ruomra larutan rof era nwohs stniop ruomra :ETON
Weapon Orc Comp. Bow Orc Arrow Scimitar Spear (1H) Orc Dagger

Strike Percentage Damage Rank 1D8+1+db* 3 25% impale +1* impale + poison 1D8+1+db bleed 8 45% 1D6+1+db imp 5 35% 1D4+db impale 8 45%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Skills: Appraise 50%, Brawl 50%, Craft (blacksmithing) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Knowledge (Orkish) 75%, Language (Blackspeech) 80%, Language (Westron) 70%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Sorcery 60% (Orc Sorcerers only), Status 35%, Throw 35%. POWERS Magic: Generally only Orc Shamans, Sorcerers or Necromancers know any spells but very experienced orcs may learn any spells from any Spell Speciality except Secret Fire.

COMMON GOBLIN
Goblins are the most diminutive breed of Orc but are deadly in large numbers. Goblins tend to shuffle and hop along rather then walk. They are generally green skinned and have bright yellow eyes.
Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3D6 3D6 2D6 3D6 3D6 3D6+3 1D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 10-11 10-11 7 10-11 10-11 13-14 3-4 MOVE: 9 HIT POINTS: 9 Damage Bonus none Tres Fact: 12

Points # 2 /3 # 2 /3 # 2 /3 # 2 /4 # 2 /3 # 2 /3 # 2 /3

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.

G enesis 1:3 - And od said, et there be light, and there was light. G L
Creatures- page.48

.nrow ruomra rehto yna tnuocca otni ekat ton od dna ruomra larutan rof era nwohs stniop ruomra :ETON
Weapon Orc Comp. Bow Orc Arrow Scimitar Spear (1H) Orc Dagger

Strike Percentage Damage Rank 1D8+1+db* 3 25% impale +1* impale + poison 1D8+1+db bleed 8 45% 1D6+1+db imp 5 35% 1D4+db impale 8 45%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Skills: Appraise 50%, Brawl 50%, Craft (blacksmithing) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Knowledge (Orkish) 55%, Language (Blackspeech) 80%, Language (Westron) 70%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Sorcery 60% (Goblin Sorcerers only), Status 35%, Throw 35%. POWERS Magic: Generally only Goblin Shamans, Sorcerers or Necromancers know any spells but very experienced orcs may learn any spells from any Spell Speciality except Secret Fire.

URUK-HAI (sing. Uruk)


The Uruk-hai differ from normal or lesser Orcs in the following ways: they stand 5-6 feet tall; they have a more human appearance, despite their Orkish cat-like eyes, fang-teeth, and black/grey hides; they have longer, stronger, and straighter legs; they are intelligent and cunning; and despite their preference for darkness, they operate freely and without penalty in daylight.
Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3D6+6 3D6+3 3D6+3 2D6+6 3D6 3D6+3 1D6+1 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 16-17 13-14 13-14 13 10-11 13-14 4-5 MOVE: 10 HIT POINTS: 14 Damage Bonus +1D4 Tres Fact: 14

Points # 2 /5 # 2 /5 # 2 /5 # 2 /6 # 2 /4 # 2 /4 # 2 /5

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 G enesis 1:3 - And od said, et there be light, and there was light. G L
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.nrow ruomra rehto yna tnuocca otni ekat ton od dna ruomra larutan rof era nwohs stniop ruomra :ETON
Weapon Orc Comp. Bow Orc Arrow Scimitar Spear (1H) Orc Dagger

Strike Percentage Damage Rank 1D8+1+db* 3 45% impale +1* impale + poison 1D8+1+db bleed 8 50% 1D6+1+db imp 5 45% 1D4+db impale 8 55%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

arrows will usually have a poison potency (POT) of 2D6. Skills: Appraise 50%, Brawl 50%, Craft (blacksmithing) 45%, Darkvision 40%, Dodge 40%, Grapple 45%, Knowledge (Orkish) 75%, Language (Blackspeech) 80%, Language (Westron) 70%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Sorcery 60% (Uruk Sorcerers only), Status 35%, Throw 35%. POWERS Magic: Generally only Uruk-hai Shamans, Sorcerers or Necromancers know any spells but very experienced orcs may learn any spells from any Spell Speciality except Secret Fire.

HALF-ORC
There are few tales more frightening in all of Eriador than those of the Orcs and Goblins that strike from the shadows against the Free Peoples of Middle-earth. Many believe these are simply tales of fancy, spun by storytellers to keep children safely within their homes at night for fear of being gobbled up in the darkness. Those who have travelled to distant lands do not dismiss such tales, however, for Orcs and their cruel deeds are not the stuff of children's tales; they are all too real, and recent news from places north and east tell of vast armies of these horrifying 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 Halforcs 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.

G enesis 1:3 - And od said, et there be light, and there was light. G L
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John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3D6 3D6 2D6+6 2D6+6 3D6 3D6+3 2D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 10-11 10-11 13 13 10-11 13-14 7 MOVE: 10 HIT POINTS: 12 Damage Bonus none Tres Fact: 15

ORC PLAYER CHARACTERS


The background details below are included for gamemasters and players who wish to run a Middle-earth Basic Roleplaying Game where the characters are Orcs. Unlike other fantasy role playing game worlds the Orcs of Middle-earth are creatures under the sway of the Shadow and thus would never be found with characters belonging to the Free Peoples (unless they were Half-orc spies). They could, however, be found associated with men of the fallen cultures who are also under the sway of the Shadow.

Points # 1 /4 # 1 /4 # 1 /4 # 1 /5 # 1 /3 # 1 /3 # 1 /4

SOCIETY
Orkish society varies from region to region within Middle-earth, based on how much autonomy the Orcs possess within their region. At its heart, Orkish society is clan based, with clans linked together into a tribe. Each clan is lead by an Orc Chieftain with a High Chieftain over the whole tribe. The clans are only as strong as their chieftains and so the role of leader will only go to the strongest, most ruthless Orc within each clan. From the clan chieftains a High Chieftain for the tribe will be chosen. Just how a single leader can be chosen from a group of such ruthless, backstabbing brutes is often quite comical to observe, but bloodshed is usually associated with the process. Each chieftain of a clan will gather around himself a bodyguard of his most trusted warriors. In exchange for services as a bodyguard, these Orcs enjoy the best of the food, plunder and spoils that the tribe possesses. They act as the Chieftains lieutenants during periods of conflict, and they gain access to the clans retinue of female orcs, a process by which ensures that only the strongest of the clans Orcs sire offspring. The downside of this to the Chieftain is that he must always watch his back for fear that one of his closest associates will attempt to drive a dagger into it. Needless to say, the tenure of a Chieftain is generally only a few years before they are forced to abdicate due to their untimely death. The Orcs of Mordor and Dol Guldur differ from the clan based Orcs as they are organised together under a strict military hierarchy, with sergeants, lieutenants, and captains appointed by the most powerful of the Enemies servants, the Ringwraiths. The Orcs of the Misty Mountains, though influenced by the Shadow, are far more 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

All Half-orcs posses natural leathery 1-point skin. They also wear any armour they can get their hands on but usually wear leather armour in keeping with their task of being a spy and assassin. They will wear any decent armour scavenged from foes. * Half-orc daggers are of cruel design and purposed to cause as much harm as possible. In addition, they are often smeared with poison of potency (POT) of 2D6. Skills: Appraise 50%, Brawl 50%, Darkvision 40%, Dodge 40%, Grapple 45%, Hide 50%, Knowledge (Mannish cultures) 55%, Knowledge (Orkish) 55%, Language (Blackspeech) 80%, Language (Westron) 80%, Listen 45%, Lock Pick 55%, Pick Pockets 45%, Stealth 55%, Spot 45%, Sorcery 60% (Sorcerers only), Status 45%, Throw 35%, Trap Set/Disarm 35%. POWERS Magic: Generally only Shamans, Sorcerers or Necromancers know any spells but very experienced Half-orcs may learn any spells from any Spell Speciality except Secret Fire.

.nrow ruomra rehto yna tnuocca otni ekat ton od dna ruomra larutan rof era nwohs stniop ruomra :ETON
Weapon Scimitar Orc Dagger

Strike Percentage Damage Rank 1D8+1+db bleed 8 50% 1D4+db impale 8 55% +poison

G enesis 1:3 - And od said, et there be light, and there was light. G L
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Angmar, however, are like their brethren in Dol Guldur and Mordor, organised into a strict military standing army. Orc leaders within the more militaristic society groups (Mordor, Carn Dm and Dol Guldur) are less likely to be removed from office by a usurper due to the fact that the commandersin-chief of these regions and citadels are the Ringwraiths. Appointments to positions of authority in these societies come only through loyalty and obedience to the Ringwraiths as well as through showing military prowess. Stabbing an Orc leader in the back will only see the offender flayed alive and hung on the walls of the nearest citadel for the Crebain to feast upon. Orkish society is brutal, violent and without love. Orcs grow up learning to fend for themselves and learning to hate all that is beautiful in Arda. Their lives are an endless misery with the only joy and release they receive being through death, either by inflicting or receiving it. Each tribe will posses its own subtly different version of Blackspeech, making it difficult to understand Orcs from another tribe or region. Orcs from different tribes or regions will often converse through speaking Westron, the common language of Middle-earth. Any listener with a Lore skill in Orkish can attempt to determine where an Orc comes from by listening to the inflections of their accent. A successful roll in Lore: Orkish will either identify the tribe or the region from which the Orc hales. Amongst Orcs there is a simple rule of thumb: the biggest fists win! Orkish society has nothing of beauty and produces only functionality in its design. Fear and power are the two key drivers within its social order and life is usually short and heavily burdened.

Orkish society will mean that few live past the age of 100 years. Resistance: All Orcs gain +20% to their skill and characteristic rolls made when enduring against heat. Fire attacks will do damage normally however, with the Orcs natural and worn armour protecting against fire damage.

CULTURE
Clothing & Decorations: Crude, utilitarian clothing and armour. Although crude, the items will be well made and effective against the elements. Also scavenged armour from fallen comrades and foes. All generally dyed or painted in drab gray, brown, black or crimson colours. Fears and Inabilities: Generally none, aside from local superstitions. But they fear power and therefore powerful beings will cause them to be intimidated or afraid. Lifestyle: Brutal and militaristic. Hard labour is their lot. Orcs and Goblins are by nature lazy and mistrustful, deceivers and bullies. They think of themselves first and most are cowardly at heart, except for Uruks who are just thugs and look down on all other races of Orc. Marriage Pattern: Breeding only, there is no marriage amongst Orcs. Only the strongest and most attractive (for an Orc if that is possible) of male Orcs have a hope to breed with the females. Chieftains and leaders will restrict access to females as rewards for faithful service and for not being stabbed in the back. Females tend to live together in isolation from the males, but will be in the most secure part of the Orcs stronghold. Females still mingle amongst the male populace and will also fight in times of war and in defence of their home if need arises. Females rear and raise the young within their part of the stronghold and do not allow the males near the offspring for fear of infanticide by the males. Cannibalism is all too common amongst Orcs and so the females will not risk their offspring being harmed. When the young males are juveniles, they are taken away by the males and taught how to be warriors, usually by the oldest of male Orcs who are cruel teachers. Female juveniles stay within the female enclosure of the stronghold until they are adults and able enough to protect themselves. Religion: Orcs fear the Dark Lord and respect only power. They view the Dark Lord as a god, respecting his ability to cause terror and to flay them alive. Orcs will also revere other creatures of darkness and fire such as the Balrogs. Any creature of the Shadow that is more powerful than they will have their respect and fear, for example the Witch-king of Angmar and the other

PHYSICAL CHARACTER
Build: Heavy or stocky with regional variations from short legs and long thin arms to proportionally normal legs and arms, especially amongst Urukhai. Teeth are fanged. Weight average for Orcs is 75kg (165 pounds) for males, less for females. Uruk-hai weight average is 100kg (220lb). Goblins males average 65kg (143lb), females weigh less. Orcs often have disfiguring scars. Colouring: Skin colour can be grey, dark-grey, green, black or brown. Eye colour variable, yellow, red, brown, black, green or any variation thereof. Endurance: Tremendous, see Hard March racial trait above. Height: Orcs average 1.70m (56), Goblins 1.50m (49), and Uruk-hai 1.85m (61). Lifespan: Undefined but due to their elvish origin, probably indefinite. The brutal and violent nature of

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Ringwraiths will be respected and revered by the Orcs that serve under them.

OTHER FACTORS
Demeanour: Cruel, brutal thugs. They hate all things and detest their life of servitude. They are self absorbed, petty, untrusting, deceitful, backstabbing (with knives as well as words!), cowardly and treacherous. Oh, and their lazy! Only the Uruks are more disciplined and loyal to both their leader and one another. Uruks behave more like a band of warrior brothers, treating all other Orcs and Goblins as inferior and here only to serve the Uruk and their masters. Languages: Orcs, Goblins and Uruks (and Halforcs) all begin the game with their tribes dialect of Blackspeech at their INTx5%. They will also begin the game with Westron at 35%. During the character generation process the player can add their Communication Skill Category Bonus (if this optional rule is being used) and any relevant Professional Skill Points as well as Personal Skill Points to these languages in order to improve them. Prejudices: Orcs hate just about everything and 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 First Age of the Sun. Goblins hate Dwarves more than all other races and the years of conflict between these two races runs back to the dawn of the Sun also. In Middle-earth during the TA 2790-2799, the conflict between these two races almost saw the race of Goblins reduced to a bad memory in the Misty Mountains. For such was the wrath and devastation wrought by the Dwarves during the War of the Dwarves and Goblins. Restrictions on Professions: Starting professions available for Orcs, Goblins, Uruk-hai and Halforcs include the following: Assassin, Craftsman, Healer, Hunter, Labourer, Priest, Shaman (Tribal Orcs), Slave, Spy, Sorcerer (Militaristic Orcs), Thief, Tribesman, Warrior. Alternatively, the player can roll on the Background Options For Beginning Player Characters table below.

Armour: A player character can be expected to begin the game with leather, padded or quilted armour or no armour at all. No helm or shield. If the armour is chosen, it is a sleeved Hauberk that covers their abdomen, chest and arms. Clothing: A mish-mash of clothing made from whatever the player can get their hands on. Also may have leather or hide wrist guards and leather or hide boots. The leather or hide is undyed or dyed in black, grey or crimson usually. Money: In addition to any coinage derived from the Background Social Status below, the character may possess additional coinage of various mints worth 20 sp (or it could be a gem or piece of jewellery worth that same amount). This is generally derived from plunder or theft.

BACKGROUND OPTIONS FOR BEGINNING PLAYER CHARACTERS


Background Social Status: Instead of choosing a starting profession characters can roll once on the table below to determine what the player characters background within the Orc clan has been, and any additional starting monies they may have saved or been given. Background Social Status: Orcs / Goblins / Uruks D100 Background Money 01 - 10 Tribesman/ Labourer 1D50 Copper pieces 11 - 40 Warrior/Labourer 1D100 Copper pieces @ 41 - 60 Slave 1D10 Copper pieces 61 - 70 Craftsman 1D20 Silver pieces 71 - 80 Healer 1D50 Silver pieces 81 - 90 Shaman/Priest/Sorcerer 1D100 Silver pieces 91 - 95 Warg or Troll Handler 1D100 Silver pieces 96 - 99 Chieftains Bodyguard 2D100 Silver pieces D100x10 Silver 100 Chieftain pieces @ Uruk-hai and Half-orcs would never be slaves, only Orcs and Goblins will become slaves within an Orc community. If the player characters are either Uruks or Half-orcs, have them add +20% to their die roll on the table above, and all Uruks are considered to be 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.

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ORC GHOUL
Orc Necromancers have been known to reanimate the dead champions of their tribe by binding a weak Fell Spirit into the corpse of the deceased. This Orc Ghoul is something more than a zombie, sharing qualities similar to a Mewlip or Wight. The creatures bound spirit reanimates the corpse, reactivating the bodily functions within the deceased. Therefore the Orc Ghoul requires nourishment in order to maintain the reanimated flesh and organs of its body. Often this nourishment is derived by the Ghoul feasting on the bodies of the dead, but they will try to eat the living as well (the living are just harder to catch)! By this behaviour the Orc Ghoul is able to stave off the effects of decomposition, but the creature will still appear very much zombie-like, with its glowing eyes disclosing the presence of the Fell Spirit inside the corpse. The Ghoul retains only the most basic instincts possessed by its former owner, those of hatred and violence, losing almost all of the original owners INT and memory. Orc Necromancers use these Ghouls as servants, for the Fell Spirit is bound to the will of the Necromancer, using them as bodyguards or as servants of terror and bloodshed. Once the Fell Spirit is bound to the corpse to animate it, the spirit loses its own sense of awareness, becoming limited to what the rotting brain and sense organs of the corpse can glean and process about the environment around it. Only the best fallen warriors will be animated by the Necromancer as the creatures capacity to learn is limited and the Necromancer must rely on what combat experience still lies within the rotting brain of the Ghoul. The process of creation of the Orc Ghoul isnt foolproof however and it is not unknown for the Fell Spirit conjured by the Necromancer to remain fully cognisant once bound to the Orc corpse. The Necromancer has then been known to become the first meal of the newly formed creature. If the Orc Ghoul is killed the Fell Spirit becomes freed from its imprisonment within the corpse and will usually fade into the spiritual realm, however sometimes the Fell Spirit remains to attack its slayer (see the entry of Spirits for more about Fell Spirits). Once the creature is killed, the corpse will rapidly decompose and within the matter of an hour or two, the body will have liquefied and all that will be left is the skeleton. Thankfully the process of creation of one of these horrors is time consuming and the Necromancer requires the body to be relatively recently deceased in order to prevent organ breakdown from becoming too well advanced. This limits the Necromancers opportunity to create such a vial horror. It is not unknown however for Orc

Necromancers to sacrifice captured warriors from other tribes that are in conflict with his own tribe, in order to use the bodies of these captured Orcs for this horrible process. Characteristic Roll STR CON SIZ INT POW DEX APP Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3D6+3 3D6 2D6+4 1D6 @ 3D6+3 1D2 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 13-14 10-11 11 3-4 10-11 13-14 1 MOVE: 8 HIT POINTS: 11 Damage Bonus +1D4 Tres Fact: N/A

Points # 2 /5** # 2 /5** # 2 /5** # 2 /6** # 2 /4** # 2 /4** # 2 /5**

An Orc Ghoul can attack with two claws and a bite in a single combat round when it is not using melee weapons in combat. Usually the Ghoul will rely on weapons, using claws and its bite if there is no other method of attack, or the target is open to being bitten (eg target is prone). @ The POW of an Orc Ghoul is the same as the weak Fell Spirit that animates it. Normally this is 2D6+6 but may be greater if the Necromancer inadvertently conjures up a more powerful Fell Spirit to attempt to bind to the corpse. Assume a POW of 2D6+6 in most cases however.
#

All Orcs possess natural leathery 2-point skin and so the Orc Ghoul has this same defence. They also wear any armour they are given by their Necromancer master.

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.nrow ruomra rehto yna tnuocca otni ekat ton od dna ruomra larutan rof era nwohs stniop ruomra :ETON
Weapon Orc Comp. Bow Orc Arrow Scimitar Spear (1H) Orc Dagger Bite Claw

Strike Percentage Damage Rank 1D8+1+db* 3 55% impale +1* impale + arrow poison 1D8+1+db bleed 8 75% 1D6+1+db imp 5 65% 1D4+db impale 8 75% 1D6+db bleed 9 70% +poison 1D8+db bleed 7 60%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

* 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. ** Due to the undead nature of the Orc Ghoul, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Ghoul. Skills: Darkvision 100%, Listen 85%, Sense 60%, Spot 70%, Stealth 85%, Tracking 70% POWERS Deaths Kiss: The bite of an Orc Ghoul is imbibed with the power of death and decay. When an Orc Ghoul bites a victim it can inject the target with venom of potency (POT) equal to the Orc Ghouls CON. The target must make a Resistance Roll of his or her CON versus the venoms POT. If the target of the bite loses the resistance roll, the venoms full POT enters their system. If it is successfully resisted, only 1D3 of the venoms POT is injected. When the total POT injected is equal to or greater than a bitten characters CON, he or she is paralysed until an antidote counteracts the venom. The unfortunate character will live in this state for as many days as he or she has points of CON, but loses a point of current CON each day and will eventually die if no anti-venin is fed to the character (the paralysed character can ingest fluids, albeit awkwardly). A character bitten by a ghoul but not paralysed, purges the venom from their system at the rate of 1 POT per day but still lose a current CON each day till the venom is purged. Purging usually occurs over the first few days through vomiting and or diarrhoea...not pleasant! Overwhelming Presence: The presence of an Orc Ghoul is frightening. When a Ghoul is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Stench of Decay: Orc Ghouls exude a foul stench of rotting flesh. Those who come within 10 metres of the creature must succeed in a Difficult Stamina roll or suffer a -20% penalty to all skill rolls, including combat skills. This penalty remains for as long as they remain in the area of the creatures stench. The Stamina roll must be undertaken every

time a character re-enters the area of the creatures stench.

SALAMANDER
Salamanders are native to the deserts and
ravines of southern Middle-earth. This creature has a fearsome reputation as an aggressive hunter by the peoples who populate that area. It is also a prolific breeder and a breeding pair can soon produce enough offspring to overrun an area. The animal prefers rocky terrain where it can warm itself in the sun, for it is cold blooded, and also sneak up on potential prey. An individual Salamander generally grows to no greater than 3 metres in length, however if there is an abundance for food available it can grow to the same size as a large Worm. Salamanders are never found alone, but in large groups (called nests) of an average of around twenty individuals, all stemming from the same breeding pair. The breeding pair will be the alpha male and female to that nest of Salamanders and will be the largest of the individuals present. Amongst the peoples of southern Middleearth a rumour has grown up surrounding the Salamander. Old wives tales tell of how the Salamander is descended from a great fire breathing drake that escaped the fall of Beleriand and hid in the utter south of Middle-earth. This drake fathered the Salamanders and that these creatures are still capable of breathing fire even today. The Salamander however is a natural creature. The myth surrounding its fire breathing capability stems from two sources: a) the colouration of the Salamander is a bright orange and red; and b) people have been seen on-fire near Salamanders. Thus this myth has evolved. The mystery pertaining to how people have combusted when in the presence of Salamanders is easy to explain. Salamanders have a number of glands inside their mouth around their lower jaw that secrete a slimy resin like tar. The Salamander is capable of spitting this tar at a target up to twenty or thirty metres away. The tar is very sticky and slows down the Salamanders prey. It also has digestive fluids within the tar that can help to begin the breakdown process of digestion. A Salamander will often spit at its prey to slow it down then close in for the kill. Unfortunately for the prey, this tar is also highly flammable and sometimes spontaneously combusts when it is highly concentrated and exposed to the air. Amusingly, on very rare occasions, a very hungry and exited Salamander that is salivating a great deal of this tar has also spontaneously combusted around its face. Often this will lead to the Salamanders demise. The Salamanders do not survive well in colder climates due to being cold blooded. In winter, the creature is prone to freeze in climbs where snow

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is prevalent in winter. Alarmingly however, the Rangers living around Lake Evendim have noted that Salamanders have appeared on an island within the lake. How they got there, how they survive the cold winters, and are they the same species as those from southern Middle-earth is not yet known, however the creature has quickly taken over the island. As salamanders can both swim and hang vertically on walls (much like a gecko) they have kept a watchful eye on the island in order to prevent these creatures from spreading to the main shore of the lake.

A Salamander can only attack with one claw per combat round. It can combine its claw attack with a bite or tail swipe in the same combat round however.

A Salamanders tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Skills: Hide 70%, Listen 40%, Spot 70%, Sense 80%, Track 70% POWERS Tar Spit: A Salamander can spit its mouth juices up to its SIZ x3 metres in distance, up to three times in a combat round. The tar has a STR equal to half the Salamanders CON. If hit the target must overcome the tar in a Resistance Table roll of the tars STR versus their own STR. If the optional hit point locations rule is being used, whenever a location is hit, it will become stuck to an adjacent hit location (ie legs together, arm to chest etc but remember to be logical about this as the chest, head or abdomen will not become stuck, but something might stick to them) and become immobilised if the target does not overcome the tars STR in the resistance roll. If the target is struck with tar three or more times (or a single hit location is struck more than twice) have the character make a Luck roll. If they pass, the tar remains inert. If they fail, the tar spontaneously combusts causing 1D6 damage per hit location affected by tar, per combat round for three consecutive combat rounds. If they are struck by more tar within those three combat rounds, these new spits will automatically combust affecting the hit locations where they land. If the tar remained inert, have the character make additional Luck rolls each combat round they are struck with additional tar spit. Though sticky, the tar can be washed off with plenty of water (or burnt off! hehehe). The target may attempt to break free each combat round that they have been immobilised by tar. This will require another resistance roll attempt. Despite how many times they are hit by tar in a combat round, have them roll only once on the Resistance Table per combat round as this simulates the character using their entire body to break free of being immobilised by the tar. In addition to all of the above, the tar is also made up of digestive juices what act as a Weak Acid. Refer to the Spot Rule Acid on p.211 of the BRP rulebook for more information about weak acids.

Gamemaster note: Salamanders can grow

up to 18 metres in length for the large breeding pair and some of the oldest of their offspring. Two sets of statistics are provided below. The first in any given entry is for the normal 3 metre Salamander. The second set is for Salamanders that have grown to 18 metres in length (ie the breeding pair and a few of their oldest offspring). The treasure factor value given reflects what may be found in the dung piles of the Salamanders if anyone is willing enough to have a scrounge around to find it. Only metals and stones, such as coins and, gems and jewellery will survive the Salamanders digestive system to be passed in its dung. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Hind-leg Left Hind-leg Hindquarters Forequarters Right Fore-leg Left Fore-leg Head 2D6+18 3D6+50 2D6+6 2D6+24 2D6+18 3D6+50 5 3D6 2D6+6 Melee 01-02 03-04 05-06 07-10 11-14 15-16 17-18 19-20 Average 25 60-61 13 31 25 60-61 5 10-11 13 MOVE: 8 HP: 19 / 46 Damage Bonus: +1D6 +7D6 Tres Fact: 8

Points 5/7 8/16 5/7 8/16 5/7 8/16 5/9 8/20 5/9 8/20 5/7 8/16 5/7 8/16 5/7 8/16

.yteirav ertem 81 eht rof stp8 dna yteirav ertem 3 eht rof stp5 era nwohs stniop ruomra :ETON
Weapon Claw Bite # Tail Swipe Tar Spit
@

Strike Percentage Damage Rank 1D6+db bleed 5 45% 1D8+db bleed 10 40% db crushing 8 35% special 4 55%

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SABRE-TOOTHED CAT
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 Forochel. Kilpa-kita primarily hunts seals and young mammoths as well as the woolly northern Auroch. Most Kilpa-kita have thick white fur making them ideal for stalking their prey in those snowy lands. The Lossoth respect the Kilpa-kita for their strength and elegance and it is a great testament to a warriors strength to face one of these creatures down single-handedly and bring its pelt back to the tribe. Some Lossoth have been known to tame Kilpa-kita, but these predators do not lend themselves well to domestication. Travellers to the Northern Waste and Forochel are well advised to be weary of these predators, for they have been known to hunt in prides. One Kilpa-kita is dangerous enough, but facing several at once is a sure way to meet ones death in these unforgiving climes.
Characteristic Roll STR 3D6+12 CON 3D6 SIZ 3D6+6 INT 5 POW 3D6 DEX 2D6+12 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Weapon Bite
@ @

Skills: Dodge 45%, Hide 90%, Jump 55%, Listen 75%, Sense 80%, Spot 85%, Stealth 75%, Track 70%.

SEA SERPENT
The Wise do not know for certain how the Sea Serpents came into being, but mariners myths point to two origins. Some believe that the Black Enemy created the Sea Serpents when he made the Dragons and that both are akin to the other. Still others contest that the Sea Serpents were once Dragons themselves. They believe that they survived the fall of Beleriand and adapted to life within the ocean. The Wise will point out however that the Sea Serpents had long afflicted the Elven mariners who lived on and sailed the coasts of Beleriand and so the Sea Serpents existed before its fall. The Wise have correctly guessed that the Sea Serpents are indeed akin to Dragons and were a side experiment in the 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 that of the Cold-drakes. For the most part, they feed of whales, giant octopus and Sea-Kraken, though they themselves are as likely to be a Sea-Krakens lunch as the converse. Sea Serpents are bestial by nature and like the Cold-drakes, lack true intelligence. The Wise believe that there may also be a fresh water species of the Sea Serpent but are uncertain whether the sightings of such creatures are actually Water Wyrms instead. Non who have witnessed these creatures, if they survive the encounter, are ever willing to get a closer look at these beasts again. Mariners tales speak of these creatures rearing up out of the deep and attacking ships, seizing sailors off the deck or rigging and dragging them into the depths never to be seen again. There are even tails of these creatures being of such a size as to rival the mighty Sea Kraken. Such serpents have overturned boats and then feasted on the hapless sailors tossed into the ocean. As with all tails however, there are very few, if any witnesses who live to tell the story of their encounters with a Sea Serpent. Occasionally, when the storms batter the coasts of Middle-earth, the ocean reveals its secrets and a decomposed body of a creature that might be a young Sea Serpent gets washed ashore. Few people are willing to examine these corpses closely as there is much fear and superstition that surrounds the Sea Serpents.

Average 22-23 10-11 16-17 5 10-11 19 MOVE: 12 HIT PTS: 14 Damage Bonus +1D6 Tres Fact: N/A Points 2/4 2/4 2/6 2/6 2/4 2/4 2/5

Kilpa-kita get two simultaneous claws and one bite attack each combat round. The bite comes 5 Strike Ranks after the claw attacks. If both claws 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.

.sedih yruf tp2 larutan evah stac dehtoot-rebaS :ETON


Claw @ Ripping

Strike Percentage Damage Rank 1D10+db 12 65% impale 1D8+db bleed 7 75% 2D8+db bleed 1 80%

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Body Head Weapon 20D6 10D6 30D6 5 3D6 3D6+3 Melee 01-02 11-14 19-20

Average 70 35 105 5 10-11 16-17 MOVE: 12 swim HIT POINTS: 70 Damage Bonus: +10D6 Tres Fact: N/A Points 10/24 10/29 10/24

SHADE
Not all the deeds of men are valorous. Nor are all valorous deeds finished before men of valour fall in battle. The Wise know of many such tales where men, and sometimes Elf or Dwarf, have not fully passed from the land of the living at the time of their death. When this has happened, the part of the persons spirit still trapped in the physical realm becomes known as a Shade. Shades are different from Ghost in that a ghost is usually either a self-aware memory, or it is a conjuration by some other power used to deceive the living. A ghost exhibits intelligent actions and even interaction with its surroundings, but it itself is not intelligent. Shades on the other hand are a spiritual imprint of a once living person, formed into being at the time of that persons death. They are a vestige, an imprint or copy of the person, but not the soul or spirit of the person themselves. They are brought into being, usually, because of what was left unfinished. Before the Shade can dissipate from the physical realm, it must finish what was left undone or attempt to make amends for what was not done in the life of the one it was formed from. The Shade will sometimes have the appearance in life of the person that it was once a part of, however it is more common that the Shade appears as the rotten body and bones of that person, still dressed in the clothes or armour being worn at the time of death when the Shade was spawned. The Wise also know that at times servants of the Shadow have forced the creation of a Shade at the time of death of a person, when that person was under great duress or pain. The Shadow has used the many conflicts that have raged across Middleearth to create such Shades from the dying men who fought in those battles. Such shades are twisted vestiges of the person they were spawned from and their purposes are only malignant. The Fields of 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.

Strike Percentage Damage Rank 1D10+db bleed Bite 10 85% # 5D6 crushing Tail Swipe 8 60% # A Sea Serpents tail swipe is handled as a sweep attack, as described in the spot rules for Sweep Attacks on page 233 of Chapter Seven: Spot Rules of the BRP rulebook). Skills: Hide (in water) 80%, Listen 40%, Spot 70%, Sense 80%, Track 60% POWERS Cold Blooded Healing: Due to their cold blooded metabolism, Sea Serpents have a slow rate of natural healing. A month after being injured, a Sea Serpent recovers 2 Hit Points per damaged location per month (or just 2 Hit Points per month if the optional hit location system is not being used). Overwhelming Presence: The sight of a Sea Serpent is frightening, overpowering and awe inspiring to say the least. When a Sea Serpent is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -20% penalty to their resistance roll attempt.

.niks ylacs tp01 larutan evah stnepreS aeS :ETON

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.

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and dissipate from the physical realm never to return. Characteristic Roll STR CON SIZ INT POW DEX Hit Location N/A N/A N/A @ 2D6+6 4D6 N/A Melee Average N/A MOVE: equal to N/A POW N/A HP: none 13-14 Damage Bonus: none 14 N/A Tres Fact: var. Points Incorporeal: Shades are immaterial, and are not subject to the limitations of the physical beings nor can they take physical damage. Other Powers: In addition to Shade combat, a Shade may have powers suited to its former existence and role in the setting, or to the being that created it. Traditional powers for Shades, that can be found in the Powers Chapter of the BRP rulebook include psychic powers such as Cryokinesis, Mind Blast, Mind Control, Pyrokinesis, Telekinesis, or super powers such as Drain, Energy Control, Invisibility, Teleport, and even Weather Control. All these powers will need to be held within the context of Middle-earth. At the gamemasters discretion, Shades may or may not be vulnerable to powers such as magic, sorcery, or psychic powers, though it is suggested that if they are able to attack the living, the characters have some means of fighting back or banishing them.

Shades have no hit points nor do they possess armour Weapon Shade combat Strike Rank 1 Percent Damage age POW vs 1D3 current CON CON

@ A Shades INT will be the same as the person 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 Chill: The air will always be noticeably chilled when a Shade is present or about to manifest itself. Even on a warm summers day, the air will become cold and chilled and both people and animals will sense a foreboding and dread or even fear. In game terms, this will amount to no more than the gamemasters telling the characters that the air has suddenly grown cold and that their characters are feeling uneasy or even have a sense of dread about that place they are located. If the gamemaster feels it is appropriate then they could also use an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Shade Combat: Shades can attack in Shade combat, consisting of their POW verses the targets CON on the Resistance Table. This will appear as if the shade is attacking the target with its weapons or hands. If the Shade overcomes the targets CON, the target must pass a Stamina Roll or suffer the loss of 1D3 current CON. More powerful Shades may drain 1D6 CON (or even more) and the target may be required to pass a Difficult Stamina Roll. For the target to fight back however, they must match their POW verses the Shades POW on the Resistance Table. If the character succeeds in overcoming the Shade in a POW vs. POW retaliation, the Shade will lose 1D3 POW. The Shade will always attack its targets CON however as its form of attack is actually a fear shock attempting to cause systemic shock to the target. If the targets CON is reduced to 0 they die. If the Shades POW is reduced to 0, it will be destroyed

SICKLE-FLY
Sickle-flies are one of those wonders of nature that show that Eru has provided a way to keep the spread of evil in check. The life-cycle of the Sickle-fly, like all flies and wasps, involves a larval stage. The larvae of the Sickle-fly are quite large, so too in fact are the adult Sickle-flies. In order to provide for their hungry offspring the Sickle-fly has found an ever present source of food, that of Giant Spiders. In fact, wherever Giant Spiders can be found, so too will be the Sickle-fly. Sickle-flies have an extendable abdomen that ends in a long sickle shaped sting (hence the reason for their name). The Sickle-fly will engage a Giant Spider in what the Wise call the Dance of Death. The Sickle-fly attacks the spider taking it on head to head, wrestling with it. The Sickle-fly will attempt to lift up the front of the spider so that it can thrust its abdomen under it and strike upwards with its sting. The spider will then become paralysed. At that time the Sickle-fly will drag off the spider to its nest where it will lay a single larva inside the paralysed spider. The larva will then feast upon the meal provided for it by its parent. When the larva is ready, it will pupate inside the husk of the eaten out spider. After pupation an adult Sickle-fly will burst free from the spider husk and go forth to repeat the process. Adult Sickle-flies do however pose a threat to people as they are a very aggressive insect. Though not normally given to attacking people, it is not unknown for a Sickle-fly to become enraged by the presence of a person and attack them. If the outcome goes afoul for the person, the Sickle-fly will usually paralyse the person, but then leave them to die in the

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wilderness from exposure. People, mercifully, do not make good meals for their larvae. Characteristic Roll Average MOVE: 8/12 fly HIT PTS: 11 Damage Bonus +1D4@ Tres Fact: N/A Points 3/3 3/3 3/3 3/3 3/5 3/5 3/3 3/3 3/3 3/3 3/4

or bring the paralysed person back to normal health over the next day.

STR 4D6 14 CON 3D6 10-11 SIZ 3D6 10-11 POW 3D6 10-11 DEX 2D6+12 19 Hit Location Melee Right Hind Leg 01 Left Hind Leg 02 R. Centre Leg 03 L. Centre Leg 04 Abdomen 05-08 Thorax 09-10 11 Right Fore Leg Left Fore Leg 12 Right Wing 13-14 Left Wing 15-16 Head 17-20

SKELETONS
The most basic practice of Necromancy involves the reanimation of the bones of the deceased. Necromancers have been practicing this art for centuries and every adept Necromancer learns this form of sorcery. Orc and Angmarim Necromancers are well known for this art as are the Necromancers who live in Dol Guldur, taught by the Necromancer himself. There are also Shaman Necromancers in Harad and the eastern Middle-earth who practice this abomination.

Gamemaster note: The Skeletons in

Strike Percentage Damage Rank 1D6+1 bleed Bite 8 35% 1D8+1 impale Sting 3 70% +poison A Sickle-fly can attack with both its bite and its sting in a single combat round. Weapon @ A Sickle-flies sting is perfectly designed to exploit the weak spots within a spiders carapace; as such it doubles its damage bonus when stinging a Giant Spider. Skills: Listen 55%, Spot 65%, Track 70% POWERS Poisonous Sting: A Sickle-fly will inject its poison if its sting attack pierces armour. The poisons POT is equal to the Sickle-flies CON. A target 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 Turn (25 combat rounds). Paralysis is permanent, the character can still breath however. A Healing spell or potion, or any form of poison mitigation spell or potion will prevent paralysis or bring someone with paralysis back to normal health immediately. A critical success in first aid will also prevent paralysis

Middle-earth are identical to those found in the BRP rulebook on p.346. Use the statistics provided there. They are the basic form of Skeleton, ie reanimated human, Elven, Dwarven, Hobbit or Orc bones. They are animated through necromantic sorcery and are often set to act as sentinels over locations such as tombs, ruins and caves, for they make poor soldiers in battle.

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SPIDERS
The great Spiders of Middle-earth differ from their tiny natural cousins. The tiny spiders (those that grow to no more than centimetres in length and have a leg-span of no greater than a foot) are all natural and have their place within the natural order of things. The great Spiders, on the other hand, are all descended from Ungoliant, that ancient, spider-like demon of unceasing hunger and lust. All great Spiders share their ancient mothers passions to feed and they care little for the struggles of the outside world, seeking only to fill their bloated abdomens with the hapless victims and creatures they capture in their webs. All great Spiders are nimble creatures who care only for hunting and feasting on the juiciest of meats; Men, Elves, Dwarves, Hobbits and Orcs. Their hunger knows no bounds and they will even turn on and eat each other if their hunger drives them. Their eight legs are long and slender, perfect for scuttling through deep caverns and gloomy forests in search of prey, or for lying in ambush within the tree canopy waiting for some unsuspecting prey to wander below them before they pounce. At night, their eyes glow like pale, bulbous orbs, offering scant warning to their intended victims of the threat that lays in wait for them.

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Spiders prefer dark, gloomy areas in which to spin their sticky webs and nest. Many lurk within caves and some dig burrows and tunnels from which they scuttle or pounce forth to ambush passersby. Others lurk under the eaves of ancient forests like Mirkwood. There they spin cobwebs to shut out the sunlight and webs to snare their prey. While great Spiders move across their webs with ease, other creatures quickly become entangled in the sticky filaments and are soon at the mercy of the spider. Despite their lust for food, giant Spiders have learnt that there is a greater chance to succeed in filling their bloated abdomens if they work together than on their own. With the exception of the Trap-door varieties of the giant Spiders and some lone ground hunting Wolf-spiders, all orb weaving great Spiders (ie those that spin webs to capture their food) live together in communal nests of anywhere up to several dozen or so Spiders. This makes for a very dangerous situation when confronting a nest of Spiders. Spiders are, on the whole, a divisive squabbling lot and more than one lucky adventurer has escaped their clutches while his would-be captors squabbled over whether to hang him in their webs for a while and feast of his juices before killing and eating him or to eat him straight away. Individual Spiders are intelligent, lazy and prideful, and would rather bicker for a month than yield to each other. This pride can lead them to be easily insulted and goaded into a terrible rage. When in such a rage, the Spider will forsake all else and rush furiously at its taunter, ignoring all else (dangers and enemies) in favour of attacking the one who insulted its pride. There are three main varieties of the greater Spiders; Lesser Spiders, Giant Spiders and Shelobs Spawn. Each are described under a different sub-heading below.

LESSER

SPIDERS

The Lesser Spiders of Middle-earth are the most diminutive variety of the great Spiders and grow to a leg span of between 2 to 3 metres. Unlike their bigger cousins, these Spiders are bestial only and lack true intelligence. This has led the Wise to believe that they are the most degenerated form of the greater Spiders. As they are also the most numerous variety of the greater Spiders, the Wise believe this also shows that the species as a whole is regressing or de-evolving. This is pure speculation only. Lesser Spiders can be found as orb weavers and as ground dwelling Trap-door and Wolf-spider sub-species. They can also be found living alongside their Greater Spider cousins, who will rule over them and force them to do their dirty work. Lesser Spiders are also likely to become food for the Greater Spiders during times where there is a lack of good hunting.

Gamemaster note: These are the most

numerous of the greater spiders and will wonder away from their dimly lit nests to forage further afield. This is likely to bring them into contact with outlying settlements of the Free Peoples. They have no true intelligence and rely on instinct only. As they can share their colony with their Greater Spider cousins, adventurers can easily be mislead into thinking that they will only be up against these dim witted variety of Spider, only to find that they walk into a well planned ambush designed by their intelligent cousins. Small amounts of treasure may be found by picking through the webs and remnants of the Spiders meals (the dried out husks of the fallen). This is reflected in their Treasure Factor listing below. Characteristic Roll Average MOVE: 10 HIT PTS: 13 Damage Bonus +1D4 Tres Fact: 8 Points 3/3 3/3 3/3 3/3 3/5 3/4 3/3 3/3 3/3 3/3 3/4

Gamemaster note: The orb weaving

Spiders typically strike from ambush, pouncing from above on their victims as they struggle entangled within the Spiders webs. The ground dwelling Trapdoor and Wolf-spider sub-species of Lesser and Giant Spiders will lurk within their holes or actively hunt along the ground looking for a potential meal. All Spiders prefer to make their nests and lairs close to well-travelled rounds, trails and paths, lying in wait for passersby to fall into their traps.

STR 2D6+6 13 CON 2D6+6 13 SIZ 2D6+6 13 POW 3D6 10-11 DEX 2D6+12 19 Hit Location Melee Right Back Leg 01 Right Hind Leg 02 Left Back Leg 03 Left Hind Leg 04 Abdomen 05-11 Thorax 12-14 Right For Leg 15 Right Front Leg 16 Left For Leg 17 Left Front Leg 18 Head 19-20

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Weapon Bite Webbing

Strike Percentage Damage Rank 1D6+1+db imp 8 55% + poison special 2 35%

A Spider may not bite and throw web in the same combat round. Skills: Climb 90%, Hide 55%, Stealth 75%. POWERS Lesser Spider Poison: A Lesser Spider will inject its poison if its bite attack pierces armour. The poisons POT is equal to half the Lesser Spiders CON. A target 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 half the Lesser 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). 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

anything else but attempt to break free. In order to break free of the sticky web, a character must match their STR verses the webs STR on the Resistance Table. If successful, the character breaks free, if not they remain ensnared and may attempt to break free next combat round. If using the optional Hit Locations rule, gamemasters may roll to see what parts of the victims body becomes ensnared. If the victims arms are free, they may be permitted to attack and parry 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 ensnared in the web, possibly loosing the use of their arms due to being entangled. If characters encounter a web but are not ensnared, and they wish to cut their way through the web, refer to the rule Damage to Inanimate Objects on pp.276-277 of the BRP rulebook. The webs armour will be the same as the webs STR. If damage is done to the web, then the character becomes ensnared in the web, the webs STR will be reduced by the amount of damage it has taken (as per the rules on pp.276-277 of the BRP rulebook). Weakness of the Eyes: The weakest part of a Spiders carapace is it eye sockets, all eight of them. If the Spider is struck in its eyes (a roll of 20 on a D20 if the optional Hit Locations rule is being used) with a normal attack success, the damage received by the Spider would be the same as though it was hit on a Special success. There is no additional advantage however if the actual attack was a Special or Critical success that hit this area.

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GREATER

SPIDERS

Characteristic Roll

Average MOVE: 10 HIT PTS: 17 Damage Bonus +2D6 Tres Fact: 12 Points 5/5 5/5 5/5 5/5 5/8 5/6 5/5 5/5 5/5 5/5 5/6

Webbing

Gamemaster note: After their Lesser

A Spider may not bite and throw web in the same combat round. Skills: Climb 90%, Hide 60%, Speak (Blackspeach) 70%, Speak (Westron) 70%, Stealth 75%. POWERS Giant Spider Poison: A Giant Spider will inject its poison if its bite attack pierces armour. The poisons POT is equal to the Giant Spiders CON. A target 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).

Spider cousins, Giant Spiders make up the next most numerous of the greater spiders. They tend to stay within their lair areas and prefer the murky shadows of caves and dark forests rather than the open areas. Small amounts of treasure may be found by picking through the webs and remnants of the Spiders meals (the dried out husks of the fallen). This is reflected in their Treasure Factor listing below.

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Weapon Bite

The Giant Spiders of Middle-earth are the standard stock variety of the great Spiders and grow to a leg span of between 4 to 5 metres. These Spiders have true intelligence and are capable of speaking Westron and Blackspeech, not that they use it for much other than bickering amongst themselves and grumbling about how hungry they are. Their voices are higher pitched than a mans and full of hisses and drawn out S sounds. Giant Spiders can mostly be found as orb weavers though there are some ground dwelling Trap-door and Wolf-spider sub-species. They can also be found living alongside their Lesser Spider cousins. In any given spider nest where both Giant and Lesser Spiders are collocated, the Giant Spiders will always rule over and bully their Lesser Spider cousins. The Lesser Spiders do not possess true intelligence and so dont know they are being exploited. The Wise also speculate that the Giant Spiders keep their Lesser Spider cousins around for the same reasons a grazier raises cattle, in order to have a ready source of meat on hand. Though they are more intelligent than their Lesser Spider kin, and have the capacity for speech, the Giant Spiders care nothing for the greater struggles that go on around them. They are as likely to make a meal of an Orc emissary as they are to provide any assistance to the forces of the Shadow. They may assist if there is juicy meat on offer though.

STR 4D6+12 26 CON 2D6+6 13 SIZ 4D6+6 20-21 INT 2D6 7 POW 3D6 10-11 DEX 2D6+12 19 Hit Location Melee Right Back Leg 01 Right Hind Leg 02 Left Back Leg 03 Left Hind Leg 04 Abdomen 05-11 Thorax 12-14 Right For Leg 15 Right Front Leg 16 Left For Leg 17 Left Front Leg 18 Head 19-20

Strike Percentage Damage Rank 1D6+1+db imp 8 75% + poison special 2 55%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Webbing: In combat a Giant 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 2.5 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 Giant Spiders web has a STR equal to the Spiders SIZ, with additional layers of web being cumulative, adding to the total webs STR. An ensnared or enswathed victim cannot do anything else but attempt to break free. In order to break free of the sticky web, a character must match their STR verses the webs STR on the Resistance Table. If successful, the character breaks free, if not they remain ensnared and may attempt to break free next combat round. If using the optional Hit Locations rule, gamemasters may roll to see what parts of the victims body becomes ensnared. If the victims arms are free, they may be permitted to attack and parry 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 ensnared in the web, possibly loosing the use of their arms due to being entangled. If characters encounter a web but are not ensnared, and they wish to cut their way through the web, refer to the rule Damage to Inanimate Objects on pp.276-277 of the BRP rulebook. The webs armour will be the same as the webs STR. If damage is done to the web, then the character becomes ensnared in the web, the webs STR will be reduced by the amount of damage it has taken (as per the rules on pp.276-277 of the BRP rulebook). Weakness of the Eyes: The weakest part of a Spiders carapace is it eye sockets, all eight of them. If the Spider is struck in its eyes (a roll of 20 on a D20 if the optional Hit Locations rule is being used) with a normal attack success, the damage received by the Spider would be the same as though it was hit on a Special success. There is no additional advantage however if the actual attack was a Special or Critical success that hit this area.

SHELOBS

SPAWN

Far and wide her lesser broods, bastards of the miserable mates, her own offspring, that she slew, spread from glen to glen, from the Ephel Dath to the eastern hills, to Dol Guldur and the fastnesses of Mirkwood. But none could rival her, Shelob the Great, last child of Ungoliant to trouble the unhappy world." The Lord of the Rings, Shelob's Lair

Greatest of the Spiders within Middle-earth and last of the children of Ungoliant was Shelob the Great. A horror described as an evil thing in spiderform who served none but herself, drinking the blood of Elves and Men, bloated and grown fat with endless brooding on her feasts, weaving webs of shadows; for all living things were her food, and her vomit darkness (LOTR III, Shelob's Lair). Her offspring were mostly the Lesser and Giant Spiders. But she had more powerful offspring as well that became known by the Wise as Shelobs Spawn or Children of the Ungol (Children of the Spider). These were creatures of cruel intelligence and were spiders of greater stature and power than the Giant Spiders. Whereas the Lesser Spiders were bestial in nature and driven by instinct, and the Giant Spiders were petty and prideful, intelligent but thinking of none but their bloated bellies, the Spawn of Shelob were cruel abominations that plagued the Free Peoples, hating all and being filled with an unquenchable hunger. Seldom did these creatures live amongst their lesser kin, preferring instead to live within mountain crags and caverns, venturing forth to terrorise and prey on the isolated settlements of the Free Peoples. Gifted with their mothers capacity to exude a darkness around them, seldom where they ever seen. Almost always they lived alone, for their malice would drive them to hate all things, viewing them as none but food. Rarely, however, one would take up residence within a nest of its lesser kin and become a queen of that colony. Attended to by her Great Spider sisters and waited upon by Lesser Spiders, she would be fed the choicest of foods, whether that be Elves, Men, Orcs or Lesser Spiders. There the queen would grow fat and lay her own broods of her lesser kind who would hatch to serve her. Such colonies were fell places indeed, for the queen Spider would exude forth darkness and terror and her cruel will and malice would be exerted over the land where she made her abode. Like their mother, the Spawn of Shelob were equipped with a sting than lay hidden below their spinnerets in the creatures abdomen. Whether by bite or by sting, these creatures could render their prey to a state of paralysis, and then feast upon their juices until they sucked them dry.

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Cruel twisted barbs often extended from their bodies and they would grow to around six metres in size, sometimes more. Many of the males would often be drawn back to Cirith Ungol, the place of their hatching, to mate with Shelob before she devoured them. Shelobs daughters were more fortunate, for when they hatched, if they escaped being eaten by their mother or their siblings, they could escape into the Mountains of Shadow and hatch their own broods to feast upon. Few of Shelobs Spawn travelled beyond the Mountains of Shadow, for they both hated and feared the light of the sun, moon and stars. Light is painful to them, as it is painful also to their mother, and they will shun it at all costs. Fortunately, this breed of the greater Spiders is the least numerous within Middle-earth. Characteristic Roll Average MOVE: 10 HIT PTS: 22 Damage Bonus +3D6 Tres Fact: 22 Points 10/6 10/6 10/6 10/6 10/10 10/8 10/6 10/6 10/6 10/6 10/8

POWERS Cloaked in Darkness: Deep shadow surrounds the Spawn of Shelod like a cloak of darkness. All nonmagical light within 10 metres of it is extinguished or dimmed, and anyone caught within this darkness is treated as being within semi-darkness as per the Darkness Spot Rules on p. 220 of the Basic Roleplaying rulebook, with all their Combat skills becoming Difficult. Overwhelming Presence: The sight of Shelobs Spawn is frightening, to say the least. When a Shelobs Spawn is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Spawn of Shelobs Poison: A Shelobs Spawn will inject its poison if its bite attack pierces armour. The poisons POT is equal to the Shelobs Spawn CON. A target 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 1D6 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 Shelobs Spawns 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). Vulnerable to Light: Shelobs Spawn both hate and fear the light, whether that be the light of the sun, moon or stars, for it is painful to them. As such they will avoid all natural light and seek shelter in darkness. Firelight, such as in a campfire or torches, will not be painful to the creature but it will none the less be weary of all who carry such light. It will only attack if it feels it can strike swiftly and quickly subdue its victim. Magical light will also give the creature pause, but will not stop if from attacking if it feels it can succeed in its endeavours. Webbing: In combat a Shelobs Spawn 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. 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

STR 6D6+18 39 CON 3D6+6 17 SIZ 6D6+6 27 INT 3D6 10-11 POW 3D6 10-11 19 DEX 2D6+12 Hit Location Melee Right Back Leg 01 Right Hind Leg 02 Left Back Leg 03 Left Hind Leg 04 Abdomen 05-11 Thorax 12-14 Right For Leg 15 Right Front Leg 16 Left For Leg 17 Left Front Leg 18 Head 19-20

Shelobs Spawn may not bite, sting or throw web in the same combat round. Skills: Climb 90%, Hide 50%, Speak (Blackspeach) 70%, Speak (Westron) 70%, Stealth 85%.

.ruomra fo stp01 meht sevig taht ecaparac kciht yrev a evah nwapS sbolehS :ETON
Weapon Bite Sting Webbing

Strike Percentage Damage Rank 1D6+1+db imp 8 80% + poison 1D8+1+db imp 5 75% + poison special 2 70%

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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 Shelobs Spawns web has a STR equal to the Spiders SIZ, with additional layers of web being cumulative, adding to the total webs STR. An ensnared or enswathed victim cannot do anything else but attempt to break free. In order to break free of the sticky web, a character must match their STR verses the webs STR on the Resistance Table. If successful, the character breaks free, if not they remain ensnared and may attempt to break free next combat round. If using the optional Hit Locations rule, gamemasters may roll to see what parts of the victims body becomes ensnared. If the victims arms are free, they may be permitted to attack and parry 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 ensnared in the web, possibly loosing the use of their arms due to being entangled. If characters encounter a web but are not ensnared, and they wish to cut their way through the web, refer to the rule Damage to Inanimate Objects on pp.276-277 of the BRP rulebook. The webs armour will be the same as the webs STR. If damage is done to the web, then the character becomes ensnared in the web, the webs STR will be reduced by the amount of damage it has taken (as per the rules on pp.276-277 of the BRP rulebook). Weakness of the Eyes: The weakest part of a Spiders carapace is it eye sockets, all eight of them. If the Spider is struck in its eyes (a roll of 20 on a D20 if the optional Hit Locations rule is being used) with a normal attack success, the damage received by the Spider would be the same as though it was hit on a Special success. There is no additional advantage however if the actual attack was a Special or Critical success that hit this area.

SPIRITS
Many are the Spirits that inhabit Middleearth, from the powerful Valar and Maiar to the lesser Spirits that are their servants. When Eru created the cosmos, He gave to the Valar the role of shaping Arda. The Valar are the fourteen powerful spirits of the race of the Ainur who entered Arda after its creation to give order to the world. To each Valar, numerous Maiar came to serve. The Maiar are those less powerful spirits which descended to Arda to help the Valar to shape the world. The Maiar vary in ability and tend towards manifesting the powers that embody the realm that their Masters oversee. The Spirits that serve Manw directly are Spirits of the Air and may take the form of birds or Giant Eagles when need arises. The Spirits in service to Ulmo will take forms native to the ocean, lakes and rivers. As such they may appear as great fish, whales or dolphins or as whirlpools and waterspouts when they manifest themselves. The Spirits whom serve Varda have oft appeared as stars when need arouse, and the Spirits that serve Yavanna will often appear as animals and creatures of the forests and plains, White Deer for example. But not all Maiar were faithful to those Valar whom they served. Melkor the Deceiver led many astray and they fell into his service. Among these fallen were the Balrogs and Sauron, Maiar corrupted by Melkor. Others became the Bandrhoth, Dindair, Helegrogs and Rogmul. Still others, lesser Spirits that were perhaps once Maiar or perhaps Spirits of corruption created by The Deceiver, became known as Fell Spirits and Spectres. Described below are two forms of these lesser Spirits that have fallen under the sway of the Shadow. Both are dreadful in their own right. Both are horrors and abominations of the beings they either once were, or should have been. All dread being cast out of Arda into the Void forever, never to return, for they have turned their back on Eru forever and are now beyond redemption.

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
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create Orc-ghouls. In one way of another, much of the plots of wickedness inflicted upon the Free Peoples of Middle-earth has had these foul beings included in those designs. The power of the Fell Spirits varies as some are more powerful than others. The Major Barrowwights are examples of the most powerful Fell Spirits, while less powerful Fell Spirits have animated other corpses becoming Wights, or become the Mewlips. The least powerful of all are the Fell Spirits that the Orc Necromancers have been able to enslave and bind to their dead in order to make their foul Orc-ghouls. Rarely are Fell Spirits encountered in their non-corporeal state. The bodies made for them (Barrow-wight, Wight, Mewlip, Orc-ghoul etc) act as a shell providing protection for the Spirit, anchoring it to the physical realm, for if the Spirit itself is killed it will be cast out of Arda forever. If their animated physical bodies are killed, they will usually skulk away into the spiritual realm and wait till they are strong enough to form another body or the Dark Powers call them to some other purpose. If however they are forced into combat whilst in spirit form, or if the Fell Spirit attacks whilst in spirit form, they are not utterly defenceless.

POWERS Chill: The air will always be noticeably chilled when a Fell Spirit is present or about to manifest itself. Even on a warm summers day, the air will become cold and chilled and both people and animals will sense a foreboding and dread or even fear. In game terms, this will amount to no more than the gamemaster telling the characters that the air has suddenly grown cold and that their characters are feeling uneasy or even have a sense of dread about that place they are located. If the gamemaster feels it is appropriate then they could also use an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook). Incorporeal: Fell Spirits are immaterial, and are not subject to the limitations of the physical beings nor can they take physical damage. Magic Spells: Fell Spirits may know some sorcery including Bladeshattering, Create Light, Evoke Fear, Fog-raising, Forgetfulness, Holding-spell, Spellbinding. Fell Spirits do not make Stamina rolls after casting spells. Some Fell Spirits, particularly the most powerful ones, know additional spells selected from this list: Blast of Sorcery, Command, Misdirection, Power of the Land, Shadow of Fear, Slumber, Veiling Shadow. Spirit Combat: Fell Spirits can attack in spirit combat, consisting of a POW vs. POW resistance roll. This will appear as if the Fell Spirit is glimpsed as clawing at, enveloping, or otherwise physically attacking the target. If the Fell Spirit overcomes the targets POW, he or she loses 1D3 power points. If the character can overcome the Fell Spirit, he or she causes it to lose 1D3 power points. More powerful Fell Spirits drain 1D6 power points from a target in a single combat round, but will only lose 1D3 power points if overcome by the intended target. This combat continues each combat round until the target is unconscious, or either side has fled. A Fell Spirit will flee before it reaches 0 power points. A Fell Spirit that reduces a character to 0 power points may possess him or her, usually causing the victim to commit suicide or harm another person.

Gamemaster note: Fell Spirits posses only

INT and POW unless they are bound into a physical body or form a body, as in the case of a Mewlip. Characteristic Roll STR CON SIZ INT POW
@

Average N/A N/A N/A 13-14. 13-14 17 20 23-24 N/A MOVE: equal to POW HP: none Damage Bonus: none

DEX Hit Location

N/A N/A N/A 2D6+6 2D6+6 3D6+6 4D6+6 5D6+6 N/A Melee

Tres Fact: var. Points

Fell Spirits have no hit points nor do they possess armour unless they take on a physical form. Weapon Spirit combat
@

Strike Rank 1

Percent Damage age POW vs 1D3 to 1D6 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%. G enesis 1:3 - And od said, et there be light, and there was light. G L
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SPECTRES
Spectres are Spirits of power and fear that are oft called by powerful Sorcerers and Necromancers and sent forth to cause terror or assassinate their foes. For Spectres can cause tremendous fear within their victims and if their fear is strong enough, the victim will die of cardiac arrest. Other Spectres are Spirits sent forth by the Dark Powers to lie to and deceive men. They may take the form of, or create; Ghosts to enact their deception, for the presence of the Spectre would be too frightening and undermine the deceptions they are trying to weave amongst men. Their lies are always aimed at one purpose, to deceive men regarding the spiritual truths of their life after death with Eru Ilvatar, and to attempt to beguile them and lead them into following and worshiping the Shadow. To this end, if sowing discord amongst families, peoples and nations suits their purposes of leading even just one person astray, then they will not stop to weave their webs of intrigue and deception. Oft when a conjured Ghost appears, the observer will be unaware of the presence of the Spectre manipulating and speaking through the Ghost. Only if some form of spirit detection magic is being used by the observer will they see at the edge of their vision another wispy, shadowy figure. It will only appear at the edge of their vision and never be able to be clearly observed. This should warn the observer that something more than just an apparition is being observed. A Spectre exists primarily within the spiritual realm however when a Spectre attempts to engage an opponent in combat, it must take on physical form. It takes the Spectre one combat round to manifest out of the shadows and become physical, and one combat round to return to its spiritual state. When forming, it can do no other actions than manifest or dematerialise. It must always manifest out of shadows however and will not be able to if the area it is located in is too brightly lit. Its potential victim will be aware of its presence long before it becomes physical however because fear would have gripped them due to the presence of the Spirit. Once physical, the Spectre can be attacked and killed. If killed, the physical body will evaporate and the Spirit will be cast into the Void forever.

characteristics are suspended until it becomes physical again. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+6 3D6 2D6+6 2D6+6 4D6+6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 20 10-11 13-14 13-14 20 10-11 MOVE: 10 HIT POINTS: 13 Damage Bonus +1D6 Tres Fact: N/A Points 5/5** 5/5** 5/5** 5/6** 5/4** 5/4** 5/5**

For a Spectre to use their Fear Attack they must strike their victim with their cruelly clawed hands. If a Spectres Claw attack succeeds in striking its target, the victim will then suffer a Fear Attack at the end of the combat round in which they were struck by the Spectres claw. ** Due to the spirit nature of the Spectre, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Spectre. Skills: Spectres do not possess skills as such but assume the following skills if they are required: Speak (Blackspeach) 90%, Speak (Westron) 90%, Sense 90%. POWERS 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 chilled and both people and animals will sense a foreboding, dread and fear. In game terms, this will amount to no more than the gamemaster telling the characters that the air has suddenly grown cold and that their characters are feeling uneasy or even have a sense of dread about that place they are located. When the Spectre appears however, those present

Gamemaster note: Spectres posses only

INT and POW unless they take on their physical form in order to initiate combat. Otherwise, the Spirit will remain in the spiritual realm and unable to attack, or be attacked by any living being. The statistics below are for the Spirit when it is in physical form. Its POW and INT remain the same when it is in spiritual form, but all other

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.mrof lacisyhp ni nehw ruomra larutan fo stp5 sessessop ertcepS A :ETON


Weapon Claw Fear Attack

Strike Percentage Damage Rank 1D6+1+db bleed 4 75% POW vs special 12 CON

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

will suffer an Aura Attack (see Overwhelming Presence below). Fear Attack: A Spectres primary method of attack is its Fear Attack. The Fear Attack is a direct assault on the victims psyche and adrenal systems, presenting the victim with such an overwhelming sense of terror and dread that, in the most extreme cases, they may cause instant death from systemic shock and cardiac arrest. Fear Attack is resolved by matching the Spectres POW verses the victims CON in a POW vs. CON resistance roll on the Resistance Table. If the Spectre succeeds, the victim will suffer a loss of 1D3 current CON that combat round. The spirit will then attempt to strike the victim again to cause another Fear Attack. If the Spectres attack is a Special success, the victim will lose 1D6 current CON instead. Should the Spectre score a Critical success, the victim will lose 1D6 current CON and then be required to make a Stamina roll based on their reduced CON characteristic. If the victim fails or fumbles the Stamina roll, they die instantly from heart failure. If they pass the Stamina roll, the victim will still lose 1D6 current CON. The Spectre can only use their Fear Attack on targets that they have hit with their claws that combat round. The Spectre does not need to penetrate armour with their claws for a Fear Attack to occur, as the fear is born more from the Spectres presence than it is from any physical harm. Should an intended victim fall unconscious before they suffer a Fear Attack, the unconscious person will then be immune to suffering any Fear Attacks until they regain consciousness. The Spectre will probably then however resort to using its claws to dispatch the victim. Magic Spells: Spectres may know some sorcery including Bladeshattering, Fog-raising, Forgetfulness, Holding-spell, Spellbinding. Spectres do not make Stamina rolls after casting spells. Some Spectres, particularly the most powerful ones, know additional spells selected from this list: Blast of Sorcery, Command, Misdirection, Power of the Land, Slumber, Veiling Shadow. Overwhelming Presence: The appearance of a Spectre (in either spiritual of physical form) is frightening and overpowering to say the least. When a Spectre is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -50% penalty to their resistance roll attempt.

STOORWORMS
There are nameless things that gnaw away at the roots of Middle-earth, in the great and fiery Underdeeps. Only a few amongst the Free Peoples have ever journeyed into the depths and laid eyes upon such beasts, fewer still have lived to return and tell their tale. Only once or twice in the annals of Middle-earth have any of these creatures ever come to the surface. When they have, these vial creatures have wrought devastation across the countryside until they have been killed. Amongst the tales of the Dwarves however, they speak of the fearsome Stoorworms that have sometimes burrowed their way into the mines of the Dwarves. These creatures possess a head that resembles that of a dragon; however their bodies resemble more that of a snake. Limbless and agile these creatures very breath is a poisonous fume.

Gamemaster note: A Stoorworm is a

formidable foe. They should be used as the ultimate or penultimate adversary in any campaign that takes the characters into the depths of the earth. They should never be encountered above ground unless it is a major campaign that takes place in realms under the sway of the Shadow, such as Angmar or Mordor, and then it should be only once. Also when characters engage a Stoorworm in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Body Head Weapon Bite Breath 20D6 3D6+12 30D6 5 1D6+12 2D6 Melee 01-06 07-14 15-20 Average 70 32 105 5 16 7 MOVE:10 HIT POINTS: 69 Damage Bonus: +10D6 Tres Fact: N/A Points 8/23 8/28 8/23

Strike Percentage Damage Rank 1D10+10D6bleed 10 85% Special 12 100%

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 G enesis 1:3 - And od said, et there be light, and there was light. G L
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combat rounds (1 minute) before losing its effectiveness. The poisonous breath is not toxic long term but it does deny breathable air to any within a ten metre radius of the head of the creature. The rules governing how to deal with being choked by this breath are found in the BRP Spot Rules Chocking, Drowning and Asphyxiation on p.218 of the BRP rulebook. Overwhelming Presence: The sight of a Stoorworm is frightening, overpowering and awe inspiring to say the least. When a Stoorworm is encountered in close proximity, the characters will 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. Regeneration: A Stoorworm can regenerate two hit points per Combat Round in every damaged hit location. However, this regeneration will cease if the Stoorworm dies.

clever and dangerous when comparison with their duller cousins. Trolls fall into various different varieties, depending on their origins, habitat and habits. The types known to have existed in Middle-earth are detailed hereafter; however these sub-species may overlap with one another. Trolls are capable of dealing a punishing blow with even the simplest of weapons - from sticks to boulders to crude spiked clubs - while their rocklike skin provides an excellent natural defence that can turn aside the blade of even the most skilled warrior.

Gamemaster note: when characters engage


a Troll in melee combat, the Melee Combat versus Huge Creatures Spot Rule in this rule set should be used.

CAVE

TROLLS

TROLLS
Lumbering evil creatures originated by Melkor, trolls are as dim-witted as they are strong. Their origins are mysterious. It would appear that the Trolls were bread in mockery of the Ents. The Dark Enemy had no power to create thinking beings by his own will, however, but instead twisted all he could to serve his will. It seems possible that the first Trolls were twisted and corrupted Ents, but the Wise cannot prove this. It would appear however that the different types of Trolls may have independent origins, which would explain why some are able to withstand sunlight while others are destroyed by it. However they came into existence, the Wise do know that Trolls had appeared before the end of the First Age for their first mention in history was in the great battle known as the Nirnaeth Arnoediad, where they formed the bodyguard of Gothmog, Lord of Balrogs. The history of the Trolls after the Nirnaeth is not well known, though at least some must have escaped eastwards from the destruction at the end of that Age. It is clear that some remained under the control of Sauron, and he was able to send some to Moria after its fall in the Third Age. Many others wandered wild in Middle-earth, especially in the northern Misty Mountains and the lands westward. The regions known as the Troll-fells and Trollshaws were named for the Trolls that lurked there. Trolls in general were a primitive race: though they could communicate in a rough manner, they had no knowledge of even basic technologies such as building (though they did use caves as dwellings). There were differences between the various types of Troll, and those that emerged in the later Third Age were considered especially

Cave trolls are so named because they have taken to living underground in deep caverns and complexes. They are similar in overall shape to Hill trolls, but Cave trolls have grown much larger and more formidable in the darkness of their underground lairs. The similarity in appearance has led the Wise to believe that perhaps the Cave trolls are descended from Hill trolls, though it has also been disputed that perhaps it was the other way around. Cave trolls stand at around 4.8 metres (sixteen feet) in height when fully grown, and sometimes grow even larger still. They have a greenish-grey coloured scaly skin. In addition, they possess the toughness of their Hill troll brethren when it comes to the thickness of their hides. This gives them formidable natural protection. Life in the darkness however has given them poor eyesight, and they more often rely on smell than they do by sight when it comes to hunting prey. Their eyes are quite small when compared to their massive heads, but the sensitivity of their nostrils more than makes up for what is lacking in their eyesight. The Wise believe that after the destruction of Beleriand, these creatures fled the wrath of the Valar and sought refuge in the deep caverns of the world. In fear of the Valars wrath, these Trolls came to shun the surface world living their entire lives instead within the foreboding darkness of their caves. As time progressed, they evolved to become an independent breed all on their own. Today, Cave trolls live in most of the great cave systems of Middle-earth, especially in the larger caverns where they can move around and explore for food freely without their huge bulks getting in the way of any narrow cave walls. They are most commonly found in the mountains of Angmar, the Misty Mountains, and the Grey Mountains but they have

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certainly been seen in caverns in other areas of Middle-earth. They never go above ground, nor into shallow caves, so adventurers have only ever seen signs of these creatures deep within mountain ranges. They are not particularly social creatures, however several of this breed may live together. It is also rumoured among the Free Peoples that the Goblins and Orcs of the Misty Mountains have learned to tame and breed these creatures, making their strongholds even more dangerous places than otherwise would be expected to be. Where they do coexist, the Orcs like to pride themselves that they have tamed their pets, however most Trolls are only controllable if they are kept very well fed. Every Orc Troll-handler worth their salt will tell you that!

Note: all weapons are designed for a large creature to use. Skills: Grapple 75%, Language (understand Blackspeech) 40%, Language (understand Westron) 40%, Listen 75%, Smell 80%, Spot 40%, Throw 45%. POWERS Curse of Sunlight: If so much as one ray of sunlight strikes any part of a Cave troll, the spell that made its ancestors will be broken and it will be turned back to the stone from which is was moulded. 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 stone statue of the creature.

Gamemaster note: If even one ray of

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. Cave trolls are not hoarding beasts but treasure may be found in the refuse of their meals, if player characters are adventurous enough to endure the stench of the Cave trolls refuse in order to find anything worth salvaging. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+24 4D6+18 4D6+18 1D6+1 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 38 32 32 5 7 10 MOVE: 12 HIT POINTS: 32 Damage Bonus: +3D6 Tres Fact: 8 Points 10/11 10/11 10/11 10/14 10/9 10/9 10/11

FOREST

TROLLS

Weapon Club Maul Fist Kick/Stomp Thrown Rock

Strike Rank 5 3 7 7 9

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 1D3+db crush 50% +knockback 1D6+db crush 60% +knockback 45% 2D6+db crush

Forest trolls are so named because of two reasons; their green tinged skin colour and the fact that they are found in, or close too forests that have a thick canopy. That they are descended in the lineage of the Stone trolls, few can doubt, for they share the 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, then the Forest Trolls would have been breed from this original stock. Forest trolls stand at around 3 metres (10 feet) tall and have a more man-like appearance, but share the Stone troll features of a stout body, bowed legs and heads with a thick set neck. Their arms are more man-like in proportion to their bodies, but they retain the foul temperament and stupidity that Trolls seem to possess in abundance. During daylight hours, Forest trolls will retreat to their shallow caves and rock overhands. These lairs are hidden beneath thick forests canopies in order to avoid the sun. For sunlight is lethal to them, breaking the spell that forged their ancestors and turning the Forest troll to stone forever. These creatures are very active at night and will wonder a fair distance from their lairs in search of food. They are quite numerous as a species of Troll and, along with Hill trolls, are the mostly likely Troll types to be encountered when journeying in the wilds. Forest trolls wear animal skins, such as bear or aurochs hides and use tree trunks as clubs.

.ruomra rehto ro gnihtolc yna raew ton od dna ruomra larutan tp01 evah sllort evaC :ETON

Gamemaster note: Forest trolls will never be


seen during the daylight hours, for if even one ray of sunlight touches their 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 hoarding beasts and will collect the trophies of their meals and keep them in their lairs (a shallow cave or rock overhang, under a thick forest canopy somewhere within the forest). Forest trolls are social

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creatures, gathering into family groups of a half dozen or so individuals. They figure that there is a better chance to catch food if there is a group of them working together. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+12 4D6+6 4D6+6 1D6+3 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 25-26 20 20 7 7 10 MOVE: 12 HIT POINTS: 20 Damage Bonus: +2D6 Tres Fact: 20 Points 8/7 8/7 8/7 8/9 8/6 8/6 8/7

HILL

TROLLS

Weapon Club Maul Fist Kick/Stomp Thrown Rock

Strike Rank 5 3 7 7 9

Percent Damage age 2D6+db crush 45% +knockback 1D10+2+db crsh 45% +knockback 1D3+db crush 50% +knockback 1D6+db crush 45% +knockback 2D6+db crush 35%

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 descended from Stone troll stock due to their weakness to sunlight, and they believe it was these trolls that formed the bodyguard of Gothmog, Lord of Balrogs, during the great battle known as the Nirnaeth Arnoediad. They are, as all Trolls are, voracious meat eaters, devouring any flesh they can find, including man-flesh. They dont care if its raw or cooked, as long as it is in their bellies. Their favourite food however is Dwarven jelly. Thats where you take one dwarf (more is better) and sit on it until you squash it to a nice tender consistency, and then eat it. Not surprisingly, Dwarves are very offended with this Troll recipe. Hill trolls stand at around 3.6 metres (12 feet) tall and have a brownish tinge to their skin that makes them look like they have been covered in dirt or mud. Their skin is much tougher than that of their Forest troll cousins but not as tough as that of a Stone trolls. They are more Troll like in appearance than Forest and Stone Trolls (who appear more manlike), and they have stout bodies, long ape like arms, bowed legs and head with a thick set muscular neck. Their hands however, end in vicious claws that are larger than other Troll-kinds claws. This makes them especially dangerous even if they are unarmed. Hill trolls are so named more for their complexion and size than for the habitat they live in, for they tend to be found in the same type of forest environments as are Forest trolls. They travel in small groups of up to four individuals as more would make it difficult to find enough food. But they can also be solitary creatures.

Note: all weapons are of primitive make (eg, the Forest trolls club may be a tree trunk) and designed for a large creature to use. Skills: Grapple 45%, Language (Blackspeech) 35%, Language (Westron) 35%, Listen 55%, Sense 45%, Spot 55%, Throw 35%. POWERS Curse of Sunlight: If so much as one ray of sunlight strikes any part of a Forest troll, the spell that made its ancestors will be broken and it will be turned back to the stone from which is was moulded. 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 stone statue of the creature.

)tsehC & nemodbA rieht yllausu( nrow era stnemrag eht erehw snoitacol tih eht ot siht evoba ruomra fo stniop 2 ro1 rehtona droffa yam gnihtolc deggar rieht tup ruomra larutan tp8 evah sllort tseroF :ETON

Gamemaster note: Hill trolls will never be

seen during the daylight hours, for if even one ray of sunlight touches their skin, the spell that made their ancestors will be undone and they will return to the stone from which they were made. Hill trolls are hoarding beasts and will collect the trophies of their meals and keep them in their lairs (a shallow cave or rock overhang, under a thick forest canopy somewhere within the forest). Small groups of Hill trolls are usually made up of relatives, and if one shows more wits and cunning than the others, he will become the leader of that group. If there is no clear leader, then the group will generally argue over decisions, which frequently will result in them beating each other. The one that wins the fight will be the one who gets his way. This causes frequent 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.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+12 4D6+8 4D6+8 1D6+3 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 25-26 22 22 7 7 10 MOVE: 12 HIT POINTS: 22 Damage Bonus: +2D6 Tres Fact: 20 Points 8/8 8/8 8/8 8/10 8/6 8/6 8/8

MOUNTAIN

TROLLS

Weapon Club Maul Claws


#

Strike Rank 5 3 7 7 9

Kick/Stomp Thrown Rock


#

Percent Damage age 2D6+db crush 55% +knockback 1D10+2+db crsh 55% +knockback 1D8+db bleed 65% +knockback 1D6+db crush 55% +knockback 55% 2D6+db crush

Hill trolls can attack with two claw attacks per combat round if not using a melee weapon, throwing a rock or attempting to kick/stomp a target.

Note: all weapons are of primitive make (eg, the Hill trolls club may be a tree trunk) and designed for a large creature to use. Skills: Grapple 55%, Language (Blackspeech) 35%, Language (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 Hill troll, the spell that made its ancestors will be broken and it will be turned back to the stone from which is was moulded. 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 stone statue of the creature.

Mountain trolls are believed by the Wise to have originated from the breeding of Hill and Cave trolls. Their predominant habitat is that of the Ash Mountains and the Mountains of Shadow that make up Mordors western, northern and southern borders, however they are found in mountains elsewhere in Middle-earth and have been seen in and around Dol Guldur. Whether they were bread in Mordor and have been let loose into those mountains, or whether the Dark Lord encouraged the migration of these beasts to the mountains of Mordor, is uncertain. They are certainly prolific within Mordor and are used as both beasts of burden and shock troops for Mordors armies. They have also been known to be used to pull Mordors siege weapons into battle. In fact it was this kind of Troll that wielded the great battering-ram Grond, and pushed the siege towers of Mordor into place alongside the walls of Minas Tirith during the Battle of the Pelennor Fields. Mountain trolls are more intelligent than their brethren, though this intelligence is more related to this breed of Trolls training in battle and the use of weapons. As such, it is perhaps more correct to say that they are more cunning than their brethren and often are bettered armed for war. In addition, they are often bred, raised and herded by Orc handlers. As such, Mountain trolls are more used to being led by their Orc overseers and will follow orders and direction better than most of the breeds of Trolls in Middle-earth. This gives the armies of Mordor a decided advantage when it comes to warfare against the Free Peoples, for a Mountain troll is a formidable opponent. Mountain trolls stand at around the same height as a Stone troll at just over four metres tall (thirteen to fourteen feet) when fully grown. Like Hill and Cave trolls, they do not possess toes. Their skin is more brown or grey in colour and they sometimes grow small toughs of hair on their heads. Unlike Hill trolls, Mountain trolls do not have the sharp claws common to the Hill troll. Mountain trolls eyesight is also much stronger than that of Cave trolls. An unusual feature of Mountain trolls, however, is that they are not turned to stone by sunlight. This has led the Wise to believe that the Mountain toll is a recent breeding experiment of the Dark Lord, an attempt to improve the species whilst breaking the main weakness of the whole race of Trolls. The fact that they can operate in sunlight is ill news for the armies of the Free Peoples and the armies of Gondor in particular. More than a few of the brave soldiers of 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

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to their eyes. As such they will operate at a penalty to their perception when in broad daylight. Therefore Mountain trolls prefer to not be outdoors during daylight hours unless they are forced to by their Orc overseers.

SNOW

TROLLS

Gamemaster note: All Mountain trolls

suffer a -40% penalty to all Perception and Combat related skills when outdoors in broad daylight and a -20% penalty when outdoors in cloudy and overcast conditions. Only heavily overcast conditions will mitigate against this penalty. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+18 4D6+18 4D6+12 2D6 2D6+3 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 32 32 25-26 7 10 10 MOVE: 12 HIT POINTS: 29 Damage Bonus: +3D6 Tres Fact: 12 Points 10/10 10/10 10/10 10/12 10/8 10/8 10/10

Weapon Club Maul Great Sword Great Hammer Pike Fist Kick/Stomp Thrown Rock

Strike Rank 3 3 3 3 2 7 7 9

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 75% 2D8+db bleed 75% 1D10+3+db crsh 75% 1D10+2+db imp 1D3+db crush 50% +knockback 1D6+db crush 60% +knockback 45% 2D6+db crush

Snow trolls are very similar in size and overall shape to that of Hill trolls. So much so that the Wise have come to believe that Snow trolls hale from Hill trolls who migrated into the north of Middle-earth and adapted to life in the extreme cold. They may have been bred during the First Age to defend the icy northern marches of Angband. They are however an independent breed and 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 the same height as that of a Hill troll, ie 3.6 metres (12 feet) tall, but do not possess the very sharp claws of a Hill troll. Very little is known about Snow trolls for few travel into the frozen wastes of northern Middle-earth to encounter one. Today they are found across the Northern Waste and Forochel, living in ice caves and proving a bane for the Lossoth. At times they have been known to gather in numbers to the stronghold of a Helegrog to serve in its forces. However these are fairly solitary creatures that gather in no more than twos or threes at any other time, for food is scarce in the frozen north and too many big mouths to feed is a burden. They suffer the same fate as that of other Trolls when exposed to direct sunlight. Curiously though, instead of turning into rock or stone, a Snow troll will turn to a statue of ice if exposed to sunlight, and will eventually melt away if the brief summers are warm enough in the north.

Note: all weapons are designed for a large creature to use. Skills: Grapple 75%, Language (understand Blackspeech) 70%, Language (understand Westron) 70%, Listen 75%, Smell 80%, Spot 80%, Throw 45%.

.ruomra etalp dna elacs ,gnir ,rehtael sa hcus ruomra raew netfo tub ruomra larutan tp01 evah sllort niatnuoM :ETON

Gamemaster note: Snow trolls will never be


seen during the daylight hours, for if even one ray of sunlight touches their skin, the spell that made their ancestors will be undone and they will be turned to ice forever. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+12 4D6+18 4D6+8 1D6+3 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 25-26 32 22 7 7 10 MOVE: 12 HIT POINTS: 27 Damage Bonus: +2D6 Tres Fact: 4 Points 9/9 9/9 9/9 9/11 9/7 9/7 9/9

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Weapon Club Maul Kick/Stomp Thrown Rock

Strike Rank 5 3 7 9

Percent Damage age 2D6+db crush 55% +knockback 1D10+2+db crsh 55% +knockback 1D6+db crush 55% +knockback 55% 2D6+db crush

sunlight broke the power of the spell that made them. The Black Enemy was forced to keep his Stone tolls under cover of darkness and so they became mostly guards within the caverns of Angband.

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

Stone trolls look more like large, oafish and vicious Men than they do true trolls. That is because the origin of the Stone trolls is different to that of the other Troll breeds. Before the dawn of the Sun, Melkor used powerful sorcery to corrupt and shape rock and stone, animating it into the pseudo-creatures that are now known today as the Stone Trolls. This he did in mockery of the Ents and with the intent of creating creatures that could contend against the Ents in strength. The result was less than desired. The creatures produced by this sorcery were intelligent but stupid and did not match the strength of the Ents. Stone trolls are perhaps the oldest breed of Troll. Standing at over four metres (around thirteen to fourteen feet) in height, Stone trolls have stout bodies, long ape like arms, bowed legs and heads almost devoid of a neck. Their skin is grey in colour, hence the name given to them, bumpy and hard as rock. When the Sun and Moon first appeared over Arda, many of this breed of Troll were caught out in the new daylight. The Stone-trolls were corrupted from rock and stone, and they returned to this form when exposed to the light of the sun for

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TROLLS
This curse of sunlight persists to this day. With this in mind, adventurers travelling within the Trollshaws, perhaps striking east from the Lone-lands on their way to Rivendell, should avoid roaming about by night or wandering near to darkened caves and shadowed ruins, unless they are seeking confrontation. Rare is the adventurer who has faced a Stone-troll alone in battle and lived to recount the tale in the inns of Eriador.

Gamemaster note: Stone trolls will never be

seen during the daylight hours, for if even one ray of sunlight touches their skin, the spell that made them will be undone and they will return to the stone from which they were made. Stone trolls are hoarding beasts and will collect the trophies of their meals and keep them in their lairs (a cave somewhere nearby where they will be found). Stone trolls are social creatures and will gather together in a family group of up to a half dozen siblings. They reason that if there are a few of them, there is a better chance of catching food, too many of them, however and they may chase food away. Thats pretty smart thinking for a Troll!

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+12 4D6+12 4D6+12 1D6+3 2D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20

Average 25-26 25-26 25-26 7 7 10 MOVE: 12 HIT POINTS: 26 Damage Bonus: +2D6 Tres Fact: 20 Points 12/9 12/9 12/9 12/11 12/7 12/7 12/9

PIRTEREG

TROLLS (HALF-TROLLS)

Pirtereg (sing. Pertorog) trolls are the result of the union of Olog-hai and Variag men in Far Harad. This foul union has created a Half-troll that vaguely resembles men. Half-trolls are around 2.1 metres (7 feet) in height, have jet-black skin, long sharp red tongues, and have iridescent red or white eyes. They also differ from Olog-hai in other ways, for they and are quicker and more agile than Black trolls and are as intelligent as men. Half-trolls will avoid other Trolls living instead in communities of their own or acting as bodyguards, assassins or lording over the Variag people as Warlords. Half-trolls are unaffected by sunlight.
Gamemaster note: The Variag people
despise the Half-trolls and the Dark Lord who bread them, but they fear these creatures and their master even more. In war, the Variag people will generally be lead by a Pertorog Warlord and it is these creatures that are the celebrated, revered and feared heroes of their people. Some of these Half-troll heroes have been known to grow to around 2.7 metres (9 feet) in height. The Pertorog trolls are now well established amongst the Variag people and the forces of Gondor have encountered them on several occasions in their battles with the peoples of Harad and Umbar. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+12 4D6+6 3D6+6 2D6+6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 25-26 20 17 13 10-11 10-11 MOVE: 10 HIT POINTS: 19 Damage Bonus: +2D6 Tres Fact: 20 Points 4/7 4/7 4/7 4/9 4/6 4/6 4/7

Kick/Stomp Thrown Rock

Note: all weapons are of primitive make (eg, the Stone trolls club may be a tree trunk) and designed for a large creature to use. Skills: Grapple 75%, Language (Blackspeech) 40%, Language (Westron) 40%, Listen 75%, Sense 50%, Spot 85%, Throw 45%. POWERS Curse of Sunlight: If so much as one ray of sunlight strikes any part of a Stone troll, the spell that made its ancestors will be broken and it will be turned back to the stone from which is was moulded. 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 stone statue of the creature.

G enesis 1:3 - And od said, et there be light, and there was light. G L
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.ruomra etalp dna elacs ,gnir ,rehtael sa hcus ruomra raew netfo tub ruomra larutan tp4 evah sllort-flaH :ETON

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Weapon Club Maul Fist Strike Rank 5 3 7 7 9

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 1D3+db crush 50% +knockback 1D6+db crush 60% +knockback 45% 2D6+db crush

Weapon Club Maul Great Sword

Strike Rank 3 3 3

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 75% 2D8+db bleed

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Great Hammer Fist Kick

3 7 7

75% 50% 60%

1D10+3+db crsh 1D3+db crush +knockback 1D6+db crush +knockback

Note: all weapons are designed for man-sized use. Skills: Appraise 45%, Grapple 55%, Language (Blackspeech) 50%, Language (Variag) 80%, Language (Westron) 70%, Listen 55%, Sorcery 80%, Spot 50%, Status 45% POWERS Magic: Generally only Warlords, Champions, Sorcerers or Necromancers know any spells but very experienced Half-trolls may learn any spells from any Spell Speciality except Secret Fire.

Unlike their lesser kin, the Olog-hai are possessed of military minds and training. Rather than clustering in family groups, they form hosts and armies in camps upon the Plateau of Gorgoroth. They take orders from their commanders, who are chosen by strength of arms, to issue commands through lieutenants. The commanders themselves take orders only from the Dark Lord or his Nazgl.

Gamemaster note: The Olog-hai only leave

OLOG-HAI

Mordor or Dol Guldur on orders. The Dark Lord does not wish to reveal too much in the early stages of his preparations for the Great War to end the Third Age and subjugate the Free Peoples of Middle-earth to his will. Thus he keeps his most secret weapons still well hidden from the spies of Gondor. When the Black trolls do travel abroad, they travel in small 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. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 4D6+20 4D6+18 4D6+14 2D6+3 3D6 2D6+3 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 34 32 28 10 10-11 10 MOVE: 12 HIT POINTS: 30 Damage Bonus: +3D6 Tres Fact: 20 Points 10/10 10/10 10/10 10/12 10/8 10/8 10/10

TROLLS (BLACK TROLLS)

Kick/Stomp Thrown Rock

Note: all weapons are designed for a large creature to use.

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.ruomra etalp dna elacs ,gnir ,rehtael sa hcus ruomra raew netfo tub ruomra larutan tp01 evah sllort kcalB :ETON
Weapon Club Maul Great Sword Great Hammer Pike Fist Strike Rank 3 3 3 3 2 7 7 9

Olog-hai (or Black trolls) were bred by the Dark Lord in an attempt to overcome the shortcomings inherent in his masters creation. These creatures are clearly descended from Hill and Mountain troll stock but are far more cunning and stronger than their parent breeds. The Olog-hai really only began to appear in any number towards the end of the Third Age. Prior to this period they can only be found as single creatures commanding armies for the Dark Lord and his minions. Indeed, they have perhaps only been seen once or twice before the period of the War of the Ring, and then it is debatable as to whether these individual Troll commanders where in fact Olog-hai. The Black trolls dwell in Mordor and southern Mirkwood awaiting the will of their master. When they appear elsewhere in Middle-earth, it is only at the command of the Dark Lord, for prior to the War of the Ring, he possessed too few Black trolls to risk the loss of even one of them through death or misadventure. Olog-hai differ from their lesser kin in a number of ways. They are darker skinned than their brethren, with their skin being a dark grey, almost charcoal in colour. Black trolls have orange pupils in their eyes, reflecting the malice of their master. Their legs are longer and straighter than their lesser brethren, given them a less bowed, more upright stance. Though they are the same height as their Mountain troll parents, they stand taller due to this one fact. Also Black trolls have great knotted, muscular hands that give them the appearance of the limbs of an old tree. One very important feature of the Black trolls is that they can operate freely, without hindrance or harmful effect, in full sunlight.

Percent Damage age 2D6+db crush 75% +knockback 1D10+2+db crsh 75% +knockback 75% 2D8+db bleed 75% 1D10+3+db crsh 75% 1D10+2+db imp 1D3+db crush 50% +knockback 1D6+db crush 60% +knockback 45% 2D6+db crush

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Skills: Grapple 75%, Language (Blackspeech) 50%, Language (Westron) 50%, Listen 75%, Smell 70%, Spot 80%, Sorcery 45%, Throw 45%. POWERS Magic: Generally only Olog-hai Shamans know any spells but very experienced Black trolls may learn any spells from any Spell Speciality except Secret Fire.

VAMPIRE
Many are the speculations of the Wise as to the origins of the Vampires, for no tale tells of their true beginning. But in the First Age of the Sun in the Wars of Beleriand it is told how, in the winged form made large and armed with talons of steel, Vampire spirits came into the service of Melkor the Dark Enemy. Indeed, many of his chief servants took form as a Vampire in order to travel quickly from Angband to Tol-in-Gaurhoth during the First Age. In the Quest of the Silmaril, Thuringwethil, the woman of secret shadow, was a mighty Vampire and was the chief messenger who travelled between Angband and Tol-in-Gaurhoth, where Sauron commanded the Werewolf Legions. She used a shaping cloak that gave her the power to take the shape of a great bat and to give her substance within the physical world. When Tol-inGaurhoth fell, Thuringwethil lost her cloak and her dread spirit fled, never to return. Though many of the chief servants of the Dark Enemy were capable of assuming the winged form of a giant Vampire bat, it seems clear that these were creatures unto themselves, servants and messengers of the Dark Enemy during the First Age, Fell Spirits imbibed with great power. When Beleriand fell into the sea, most of these creatures perished in that cataclysm. Some however did manage to escape the wrath of the Valar and went into hiding in the east and far south of Middle-earth. When the power of Mordor grew, some of these survivors returned to their former Lieutenant, and now the new Dark Lord, to once again serve the Shadow. These creatures were Fell Spirits gifted with great power and possessing of a mantle that allowed them a physical form in Arda. That mantle often took the form of a tattered fell cloak, and it gave the Spirit the ability to take the shape of a great bat at will or to appear as a horrid bat-like creature. In both forms, the leading edges of the great bats wings, and the talons on the end of the bat-creatures arms were made as of cruel steel. Such horrors were adept at the use of Sorcery and stealth, acting as spies for the Enemy as well as his messengers. Were the Vampire ever to become

separated from its mantle, the creature would return to its spirit form and be unable to take physical form ever again. Creatures of the dark and of the night, sunlight was harmful to these beings and they would avoid any direct contact with its rays. During the early Second Age the Dark Lord Sauron attempted to rebreed from the surviving Vampires a new race of 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 eager to remain hidden as much as possible. They will still act occasionally as messengers, but now prefer to hide in the dark caverns, halls and dungeons of Mordor, Dol Guldur and Angmar, for they fear that they will be cast from Arda, into the Void forever, never to return.

Gamemaster note: The Vampires in service

to the Dark Lord will only ever leave Angmar, Mordor or Dol Guldur on the most rarest of occasions and only then under the direct orders of the Dark Lord. They will travel only at night and avoid daylight at all times. For each full Turn of exposure to direct sunlight, a Vampire will begin to decay, losing 1 POW per Turn (25 combat rounds or 5 minutes). Should the creature be reduced to 0 POW, it will become unbound from the physical realm and cast from the spiritual realm into the Void forever, never to return. Should the Vampire be killed physically though combat or misadventure, it will dissipate, leaving its mantle (usually a tattered cloak) behind. Should the cloak be left relatively close to where the creature was killed, come nightfall, the Vampire will be able to bind again to its mantle and once again take physical form. If the cloak is removed from the area, when nightfall comes, the unbound Fell Spirit has its Luck roll chance, POWx5, to attempt to find its mantle. Should it succeed it will reform physically. Should it fail in its first attempt, it can attempt another Luck roll on the second night since becoming unbound, but is chance is reduced to its POW x4. This will continue each night within the Fell Spirits Luck roll chance reduced my one multiplier (ie x3 on the third night, x2 on the fourth night and x1 on the fifth night) until it only has its POW x1 as its Luck roll chance. If the Fell Spirit fails its last Luck roll it will become unbound forever and be cast into the Void.

Gamemaster other note: Vampires have been known to drink the blood of the living, but this is a very rare event and has occurred only when the creature was in its Giant Bat form, never whilst in its Bat Creature form. The Wise speculate that the creature does not need to drink blood to survive but instead will only do so for a perverse sense of pleasure and to cause terror amongst the Free Peoples.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Bat Creature Right Leg Left Leg Body Right Wing Left Wing Head Hit Location Giant Bat Right Claw Left Claw Body Right Wing Left Wing Head Weapon Bite
@ #

Average 35 35 17 13-14 35 17-18 MOVE: 10/12 fly HIT POINTS: 26 Damage Bonus +2D6 Tres Factor: 1000 Points 8/9 8/9 8/11 8/7 8/7 8/9 Points 8/9 8/9 8/11 8/7 8/7 8/9 Percentage Damage 90% 100% 100% 90% 1D6+db bleed + poison 2D8+db bleed 2D8+db bleed *special

POW POW 3D6+6 2D6+6 10D6 5D6 Melee 01-03 04-06 07-12 13-15 16-18 19-20 Melee 01-03 04-06 07-12 13-15 16-18 19-20 Strike Rank 9 7 7 8

dimmed, and anyone caught within this darkness is treated as being within semi-darkness as per the Darkness Spot Rules on p. 220 of the Basic Roleplaying rulebook, with all their Combat skills becoming Difficult. Magic Spells: Vampires know all sorcery spells and may know spells from other spell specialities, but would never know any spells from the Secret Fire spell speciality. Poison: a Vampires bite contains a powerful anticoagulant that will prevent blood clotting for a full turn (25 combat rounds). Should a Vampire succeed in scoring damage to hit points from its bite, the foe will begin bleeding profusely losing 1 hit point per combat round for a total of 25 combat rounds. Any successful First Aid skill roll or the application of a healing potion or a healing spell will instantly staunch the flow of blood loss, stopping the additional 1 hit point loss per combat round as the result of this venom. Overwhelming Presence: The presence of a Vampire is frightening. When a Vampire is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Tainted Lair: The innate powers of a Vampire corrupt its home. Vile creatures are drawn to its abode, while good and natural creatures shun it. Anyone approaching the lair of a Vampire will feel unease and may become afraid (natural creatures will become spooked and flee in fear). Undead Stamina: Vampires are essentially undead creatures, being Fell Spirit beings. As such they need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Vampires 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.

A Vampires STR and CON are equal to its POW. A Vampire will only bite, and has only been known to drink the blood of others, whilst in Giant Bat form.
# @

A Vampire can attack with two claw attacks each 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 G enesis 1:3 - And od said, et there be light, and there was light. G L
Creatures- page.79

.ruomra larutan stp8 evah seripmaV :ETON


Claw # Claw Wing Blast

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

WATCHER IN THE WATER


Many are the nameless things that gnaw away at the roots of Middle-earth. In deep subterranean lakes buried within the caverns at the roots of the mountains, strange creatures dwell in the darkness. Occasionally one of these creatures will find underground streams and follow them to the surface. There in stagnant ponds, where the water lies still and its depths murky, such creatures lay in wait for the unwary. The Watcher in the Water is one such creature that dwells in the stagnant lake that sits at the western gate to Moria. Few know of its existence, but those who have felt its presence seldom live to tell the tale of their encounter. Those amongst the Wise who have come to learn of its presence speculate that perhaps this foul creature was once a Kraken that found its way, through subterranean streams, to the west wall of Moria. Still others contend that it is a fell horror called forth from the depths of the mountain by Durins Bane, the Balrog of Moria. Despite this beasts origin, the Wise agree that there must be others like it, for there are tales amongst the Dwarves that speak of tentacle beasts that lay within the still waters of subterranean lakes deep within the heart of the mountains. These creatures are almost never seen, but make their presence felt when the still surface of these waters suddenly boils as though heated with a great fire from below and a writhe of tentacles surge forth to grasp any who stray too close to the lakes edge. All who are taken are never seen of again.
Gamemaster note: These creatures are
rare indeed and perhaps would only ever be encountered by adventuring characters once in their lives, and only then in the depths of the earth in underground lakes. The statistics provided below are for the species and not the specific creature known as The Watcher in the Water at the western wall of Moria.

Characteristic Roll STR CON @ SIZ INT POW DEX Hit Location Tentacle 1 Tentacle 2 Tentacle 3 Tentacle 4 Tentacle 5 Tentacle 6 Tentacle 7 Tentacle 8 Tentacle 9 Tentacle 10 Tentacle 11 Tentacle 12 Body Weapon Beak
#

Average

18D6+24 87 MOVE: 10 swim 10D6+24 59 HIT POINTS: 73 18D6+24 87 Damage Bonus: 5 5 +9D6 3D6 10-11 Tres Fact: N/A 2D6+12 19 Melee Points 01 5/13 02 5/13 03 5/13 04 5/13 05 5/13 06 5/13 07 5/13 08 5/13 09 5/13 10 5/13 11 5/13 12 5/13 13-20 10/30 Strike Rank 12 Percent Damage age 1D10+db 55% impaling 1D6+db crushing + 75% knockback

Gamemaster other note: When these

creatures attack, they seldom raise their body and head above the surface of the water. A victim of the attack would only witness the writhing tentacles of the creature. Each tentacle is around 30 metres in length. As such, when characters roll for hit locations when in combat with this creature, they should only roll a D12 instead of a D20. Gamemasters should only allow characters to roll a D20 for hit location if they are submerged within the water or if the creature emerges from the water.

# A Watcher can attack up to twelve different targets simultaneously with its tentacles. The first tentacle successfully striking a target will hold onto it, and when a second connects, the two constrict the target until the target can escape or cut itself free. Each tentacle remaining around a target will do normal damage each combat round. To escape from a tentacle, a character must make a successful STR vs. STR resistance roll opposed by the Watchers STR, or must make a Difficult Effort roll to get a hand free to attack. Attacks against a Watcher while being held by its tentacles are Difficult. Once two tentacles have struck a target, the Watcher will attempt to drag it towards its mouth. A successful STR vs. STR resistance roll opposed by the Watchers STR must be made in order to prevent being dragged into the creatures mouth the next combat round. Allies can assist the victim by trying to prevent them from being dragged off. To do this they add their STR to the victims STR and match this on the Resistance Table against the Watchers STR. Allies so assisting an entangled victim cannot engage in combat with the creature only assist their friend from being dragged towards the water. On the combat round the target is at the Watchers mouth; it will suffer a beak attack by the creature.

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edih citsale kciht larutan serutaerc eht si ruomra :ETON


Tentacle
#

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Skills: Hide (in water) 90%, Swim 100%. POWERS Eyes of the Deep: A Watchers baleful eyes allow it to see through even the cloudiest or murkiest of water and the darkest of nights with ease. However, 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 eye) the creatures eyes have been struck. The eyes of the creature are unprotected by its natural armour. If one eye is struck, the creature will be at a -40% penalty on all Perception and Combat related skills. If both eyes are struck, the creature will be at a-80% penalty to all Perception and Combat related skills and will break off its attack at the next possible combat round and submerge beneath the waters, where it will remain until its wounds are healed.

Gamemaster note: There are many different

types of these Pkel-creatures found in north-western Middle-earth of which a few are described below, but their origins are either as the silent brooding Pkelmen of the Dradan and Dunlending cultures, or as the fell Watch-stones of the Dark powers.

ANGMARS ANCIENT
WATCH-STONES
These ancient Watch-stones are spread across the western perimeter of the Angmar plateau. Spread no more than a stones throw from each other, they form an unbroken perimeter all the way from the north-western mountain chain of Angmar, close to Carn Dm, all the way south to Mount Gram on the south-western chain of mountains that separate Angmar from the Ettenmoors. These Watch-stones are shaped like fell winged serpentbeasts with horns on their heads and talons for hands. When any intelligent creature approaches them a cold red light faintly shines forth from their eyes. These statues have a Fell-spirit bound to 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 proximity to these Watch-stones causes great fear and dread to any not in service to the Dark Powers. These Watch-stones cannot animate themselves, but if any succeed in resisting their fear and attempt to pass by, the Fell-spirit bound within will give forth a horrid shriek that chills the bones (similar to that of the Nazgul) and alerts Angmars border patrols to the presence of the intruder.
Gamemaster note: The power of these
Watch-stones is derived from the Fell-spirits that are bound to them. No enchantment rests on these stones, other that the ritual that binds the Fell-spirit to the statue. As such the power of these Watch-stones cannot be broken through counter magical spells. If, however, sufficient enough damage is done to a Watch-stone (represented by the hit points of the statue being reduced to zero), the statue will break and the Fell-spirit will be loosed from its binding, attacking the nearest creature that had a hand in destroying the statue that housed it. See the Fellspirits entry in this chapter from more information on Fell-spirit attacks. Otherwise, the only way past these Watch-stones is to resist their powers. The Watchstone will be replaced by the servants of the Witchking over time (roughly over the next year), but until that occurs there will be a gap in the Watch-stone perimeter by which the enemies of Angmar may come and go without detection by these statues.

WATCH-STONES (Pukelcreatures)
Pkel-creatures are stone or metal Watchstone beings magically instilled with enchantments. Most of these types of creatures were created by the Dradan (or Wose) culture. Others were the work of the Daen Coentis, the ancestors of the Dunlending peoples of the vales of the White and Misty Mountains, amongst whom the Woses lived and were their spiritual guides. Such stones were used as guardians of their most sacred forest groves and mountain dales (such as Dunharrow). There they stood ever watchful amongst the standing stones, silent guardians warding off any intruders. But not all are of such innocent origins, for the Dark Lord realised the potential of such guardians and produced his own Pkel-creatures by binding Fell-spirits into his own stone and metal creations. These creatures were fearsome statues that watched over the entrances to his strongholds of Cirith Ungol, Dol Guldur, Minas Morgul and Carn Dm. In Angmar, a chain of these creatures runs across the central plateau striking fear and terror into any who would attempt to spy out that land. They are in other areas too, and lesser works of this ilk were crafted from metal and stone and left as statues within citadels and temples to the Dark Lord. These lesser creatures were also imbibed with a Fell Spirit but could animate and attack intruders, not just sit there as silent watchful threats.

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Characteristic Roll STR CON SIZ INT POW DEX Hit Location Body Weapon Spirit combat
@

Average N/A MOVE: N/A N/A HP: none 23 13-14 Damage Bonus: N/A 20 N/A Tres Fact: N/A Points 23/# Percent Damage age POW vs 1D3 to 1D6 POW power points

N/A N/A 23 2D6+6 4D6+6 N/A Melee 01-20 Strike Rank 1

# The rules governing damage to inanimate objects can be found on pp.276-277 of the BRP Rulebook, under the heading Damage to Inanimate Objects. The bound Fell-spirit can only initiate spirit combat if the Watch-stone it is bound too is broken. At that time the Fell-spirit will be freed and it will attack any living creatures near to it. Skills: Fell Spirits do not posses skills as such but assume the following skills if they are required: Sense Life (100 metre radius around statue) 90%. POWERS Fell Shrill: If the Watch-stones perimeter of its sensing life ability (100 metres) is breached, and the statues power to cause fear is resisted, then the Fell-spirit within the stone will send out a shrill cry. All within the statues perimeter of sensing must pass a resistance roll on the Resistance Table matching their POW verses the Watch-stones POW. If they fail, they will become paralysed by both fear and the high pitch intensity of the statues scream. They will be unable to undertake any actions other than Parry, Dodge or run away (in the direction that they came from), for three consecutive combat rounds. Those who succeed in their resistance roll can act normally but will still be effected by the intensity of the scream and will want 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 or risk permanent damage to their eardrums. In addition, this Fell Shrill can be heard up to a kilometre away and this will bring any patrols of Angmar to investigate. Overwhelming Presence: Watch-stones exude a foreboding presence, causing inexplicable fear to all those who draw near to them. When a Watch-stone is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -60% penalty to their resistance roll attempt.
@

Spirit Combat: Fell Spirits can attack in spirit combat, consisting of a POW vs. POW resistance roll. This will appear as if the Fell Spirit is glimpsed as clawing at, enveloping, or otherwise physically attacking the target. If the Fell Spirit overcomes the targets POW, he or she loses 1D3 power points. If the character can overcome the Fell Spirit, he or she causes it to lose 1D3 power points. More powerful Fell Spirits drain 1D6 power points from a target in a single combat round, but will only lose 1D3 power points if overcome by the intended target. This combat continues each combat round until the target is unconscious, or either side has fled. A Fell Spirit will flee before it reaches 0 power points. A Fell Spirit that reduces a character to 0 power points may possess him or her, usually causing the victim to commit suicide or harm another person. 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 Spell Speciality or Elven lamps that capture the light of the stars and amplify it (such as Galadriels gift to Frodo) will render the Watch-stone powerless for a time. This is due to the Fell-spirit being overcome by the power of the holy light.

FELL WATCH-STONES
Other fell Watch-stones exist that have been
crafted by the forces of the Shadow. In many ways they are similar to the Ancient Watch-stones of Angmar in their creation, powers and abilities. They will vary in size and in the power of the Fell-spirits that reside within each statue, but they will all share the basic make-up as described for the Angmar Watch-stones. Lesser works of this type have often been made by dark mages and placed within and around their strongholds in order to alert them to intruders. Such Watch-stones may be as small as a small statue that sits on a mantle-piece, or as large as a giant statue that would sit in the forecourt of a castle or manor house.

PUKEL-MEN
Very different in creation and purpose, the Pkel-men of the Dradan (or Wose) and Daen Coentis/Dunlending cultures are created not by binding spirits into stone, but by creating a magical aura within the stone that imbibes the statue with a form of awareness. Such creatures are not fell presa, though they are rather intimidating to behold, but they are not welcoming to those they do not know. In the religion of the Dradan and Daen Coentis cultures, nature was beheld with awe, wonder and respected.

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The Dunlending religion however, fell to the worship of nature rather than its Creator and as such became susceptible to the powers of Darkness who at times have been able to mislead and beguile the Dunlending people. As the Dradan and Daen Coentis/Dunlending religion was nature based, its temples were forest groves and mountain vales where standing stone megaliths were raised and rituals held. These places were protected by the presence of the Pkel-men who watched silently over the entrances and paths that led to these groves and vales. All but the Wose shamans and the Daen Coentis/Dunlending druids would shun these places. The power imbibed through rituals, into the Pkel-men, would be able to come to know these shaman and druids and would not interfere with their travels to and from the places they guarded. All others however would feel malevolence from the Pkel-men if they ventured too close to the paths that lead to these sacred places and would leave them well alone.

will be created in order to protect the paths to the most sacred of groves and mountain vales. Over time, however, the POW of Pkel-man will drain away and if not replaced the Pkel-man will become leached of all POW and left as nothing more than a foreboding statue. As the shamans and druids have become less common, many sacred groves and vales have become abandoned and over the millennia, the Pkel-men set to watch over these sacred places have faded in power and are no longer magically aware. Skills: Pkel-men do not posses skills as such but assume the following skills if they are required: Sense Life (50 metre radius around statue) 90%. POWERS Pkel Presence: Pkel-men exude a foreboding presence, causing inexplicable fear to all those who draw near to them. When a Pkel-men is encountered in close proximity, the characters must succeed in a resistance roll matching their POW verses the Pkel-mans POW. All who fail will suffer the effects identical to that of a Fear spell attack.

Gamemaster note: Pkel-men are very

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 entrances) and where these Lesser Men buried their dead. Few amongst the Dunlending people now remember the art and ritual of Pkel-men creation that their Daen Coentis ancestors learnt from the Dradan. The Dradan, however, still practice this art and now also place Pkel-men around their forests in order to prevent intruders from entering their lands. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Body Weapon N/A N/A N/A 25 N/A @ 25 N/A Melee 01-20 Strike Rank N/A Average N/A N/A 25 N/A 25 N/A MOVE: N/A HP: none Damage Bonus: N/A Tres Fact: N/A Points 25/#

WATCH-STONES,
ANIMATED
To all intents and purpose, these Watchstones are indistinguishable from any other statue that would adorn a manor house, castle, citadel or temple. However, these creatures are made of metal 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 giving this creation not only flexibility, but a malevolent intent and hatred for all that is living. Generally the creature remains inanimate and a prisoner forever frozen upon its pedestal, but when the purposes for which it was created come to pass, the creature awakens from its enforced slumber and begins a rampage against any living creatures within its area of perception. Only powerful sorcery can keep the creature under control and obedient. Not surprisingly, only powerful Sorcerers have taken the risk to make these creations, and only then in order to guard their most valued treasures or strongholds. When they are created they are kept well secured or under tight control. These creatures vary in size but generally will appear as creations in imitation similar to that of a Balrog or a Dragon. There is however no limitation to what these creatures could look like. When animated, a red glow can be clearly seen emanating deep from behind the creatures eyes. This should warn all of the

Percent Damage age N/A N/A

# The rules governing damage to inanimate objects can be found on pp.276-277 of the BRP Rulebook, under the heading Damage to Inanimate Objects. The POW of a Pkel-men is determined by how many Power Points are placed into the statue during the ritual of its creation. Usually this will be 25 power points, but especially powerful Pkel-men
@

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presence of the Fell-spirit that resides within this creature.

Gamemaster note: The conditions used to

animate these Watch-stones are set at the time of the ritual of their creation. As such the conditions of activation are as unique to each Watch-stone as each Watch-stone will be unique to all the others of their kind. Some stones will be set to animate if intruders approach within a certain distance (generally a 30 metre radius around the Watchstone). Others will be set to animate if an object is touched or an item taken from a receptacle. There is no limit to what the activation conditions would be as set by the Sorcerer who made the Watch-stone. Due to the fact that these creatures are usually made to appear as ornamental statues, this kind of Pkel-creature is the type most likely to be made of either metal or stone. The types of Pkel-creatures described previously will usually be made from stone. Sorcerers will generally employ some form of charm or amulet that they will either wear themselves or place over these Watch-stones in order to prevent unintended activation of the creature by either themselves or their minions. If characters can find these amulets and use them when they encounter such Watch-stones, they can also avoid these creatures activating and attacking them. These creatures, being made of stone or metal, are immune to fire and cold attacks. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Tail Right Leg Left Leg Abdomen Chest Right Wing Left Wing Right Arm Left Arm Head 5D6+12 N/A 1-5D6 2D6+6 4D6+6 2D6 Melee 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 Average 30 N/A 3-18 13-14 20 7 MOVE: 10 HP: 3-18 Damage Bonus +1D6 to +2D6 Tres Fact: N/A Points 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/# 3-18/#

Claw Kick Spirit combat@

10 8 1

50% 60% POW vs POW

2D6+db bleed 2D8+db crush 1D3 to 1D6 power points

# The rules governing damage to inanimate objects can be found on pp.276-277 of the BRP Rulebook, under the heading Damage to Inanimate Objects.
@

The bound Fell-spirit can only initiate spirit combat if the head, chest or abdomen of this Watch-stone is destroyed. At that time the Fell-spirit will be freed and it will attack any living creatures near to it. Skills: Grapple 75%, Language (understand Blackspeech) 50%, Language (understand Westron) 50%, Listen 75%, Sense Life (30 metre radius around statue) 90%, Spot 80%, Throw 45%. POWERS Spirit Combat: Fell Spirits can attack in spirit combat, consisting of a POW vs. POW resistance roll. This will appear as if the Fell Spirit is glimpsed as clawing at, enveloping, or otherwise physically attacking the target. If the Fell Spirit overcomes the targets POW, he or she loses 1D3 power points. If the character can overcome the Fell Spirit, he or she causes it to lose 1D3 power points. More powerful Fell Spirits drain 1D6 power points from a target in a single combat round, but will only lose 1D3 power points if overcome by the intended target. This combat continues each combat round until the target is unconscious, or either side has fled. A Fell Spirit will flee before it reaches 0 power points. A Fell Spirit that reduces a character to 0 power points may possess him or her, usually causing the victim to commit suicide or harm another person. 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 Spell Speciality or Elven lamps that capture the light of the stars and amplify it (such as Galadriels gift to Frodo) will render the Watch-stone powerless for a time. This is due to the Fell-spirit being overcome by the power of the holy light.

.egamad dna stniop tih ,ruomra gnidrager koobeluR PRB eht ni 772-672.pp stcejbO etaminanI ot egamaD ot refer :ETON
Weapon Lance (2H) Greatsword Claw

Strike Percentage Damage Rank 1D8+1+ db imp 3 80% 2D8+db bleed 5 70% 2D6+db bleed 7 70%

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WEREWOLVES (Gaurhoth)
In the First Age of the Sun there came into Beleriand a race of tortured spirits who were the thralls of Melkor. Whether they were Maiar spirits who once served the Dark Lord in Utumno and were stripped of their earthly forms by the Valar, or whether they were bred from the race of Wargs, fed until they were huge and ever hungry, and into whom powerful Fell-spirits were thrust, is not known by the Wise. Yet the Wise do know with certainty that these evil spirits entered the forms of Wolves by sorcery. Werewolves were a fearsome race and their eyes glowed with a dreadful wrath and malice. They were capable of speaking both the Blackspeech of the Orcs and the fair speech of the Elves of Beleriand. They resembled both huge Wargs and Wolves and were capable of rising up on their hind-legs for a short time when need demanded it. In the long wars of Beleriand the greatest number of these beasts came, under the banner of Sauron, to the Noldor tower on the River Sirion, and it fell before them. The tower was re-named Tol-inGaurhoth the Isle of Werewloves, and the Black Enemys Lieutenant ruled there under his own banner. Beneath Tol-in-Gaurhoth there were deep dungeons, and on the battlements the Werewolves stalked. In the Quest of the Silmaril, the Wolfhound of the Valar, Huan, came to Tol-in-Gaurhoth and slew many Werewolves. At last one named Draugluin, sire and lord of the Werewolf race, came to fight Huan. There was a great battle, but in the end Draugluin fled to the tower and throne of Sauron, his captain. Before his dark captain, Draugluin spoke the name of Huan, whose coming had been foretold, then there before his master, all bloodied and torn, Draugluin died. The Black Captain then used his sorcery to shape-shift into a Werewolf himself. In size and strength he was greater than Draugluin, but even so he could not best Huan who held the bridge and seized the Black Captain by the throat. By no act of sorcery or strength of limb could the Black Captain free himself from the jaws of Huan, he therefore surrendered the tower to Beren and Lthien whom the Wolfhound served. The evil enchantment fell from Tol-in-Gaurhoth and the wolf-forms of the dread spirits fell from the Werewolves. The Black Captain fled in the form of a great Vampire Bat, and the power that held that realm of the Werewolves there in Beleriand was broken forever. However, this was not the last of the Werewolves, for the great Wolf of Angband was a Werewolf that was fed from the hand of Morgoth

himself. This creature guarded the gates of Angband and bit off Berens had, still holding the Silmaril. The 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 battle was too much for Huan and he passed from this life as well. When Beleriand was destroyed, what became of these creatures, the Wise do not know. But it is certain that some must have survived and now lay scattered and hidden in the dark places of the world, fearing the Valars wrath. Sun, very few of these creatures are left within Middle-earth. Those that are, are just as fearsome as those that held Tol-in-Gaurhoth in Beleriand and should be treated with extreme caution, for only the most powerful of heroes could be expected to survive and encounter with such a beast. Even as such the tales of wolf-beasts that are spoken of in hushed tones around the fire hearths during the long winter nights tend to be embellishments on tales of large Wolves and Wargs and the damage they have done to local livestock. As such, a wise gamemaster can lull their player characters into a false sense of security when it comes to what a Werewolf is truly capable of. For once one has encountered one of these creatures, there is no mistaking that it is no ordinary Wolf or Warg that has grown to a larger than normal size. Werewolves are pack animals and gather together in packs of up to twelve individuals led by the largest creature (male or female) amongst them. If a Werewolf is on its own, it will attract to it a pack of Wargs who will treat it as their alpha male or female and pack leader. Normal, untainted Wolves however will shy away from a Werewolf and give it a wide birth, having nothing to do with it if at all possible. Characteristic Roll STR 5D6+18 CON 3D6+18 SIZ 2D6+18 INT 2D6+6 POW 10D6 DEX 2D6+12 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Left Fore Leg 14-16 Head 17-20 Average 36 29 25 13-14 35 19 MOVE: 14 HIT POINTS: 27 Damage Bonus +3D6 Tres Factor: 1000 Points 8/7 8/7 8/11 8/11 8/7 8/7 8/9

Gamemaster note: By the Third Age of the

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Weapon Bite
# #

Strike Rank 7 5 5

Percentage Damage 90% 100% 100% 1D8+db bleed 1D6+db bleed 1D6+db bleed

WIGHT
Many are the lies of Sauron the Deceiver. And many men have foolishly believed his empty promises and let themselves be beguiled by him. 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 life and power, gifts that only Eru can give. When such men grew old, their bodies died, but their spirits remained trapped within their rotting corpses, unable to move on into the spiritual realm, and they rose from their tombs to haunt the living. These men became the Lesser Wights. In nature, they bore similarities to the dreaded Barrowwights, but whereas the Barrow-wights were Fell Spirits inhabiting the bodies of the long deceased Edain, the Lesser Wights were evil men who had served the Dark Lord and in return received the just rewards for believing their Dark Lords deceptions. For indeed in a way they did receive everlasting life and power, but it was not as they have been led to believe it would be for them. Now trapped in the physical world, they can only truly die if their wretched bodies are destroyed. Unlike the Barrow-wights however, they are able to move freely about in sunlight, as they are men whose bodies have long since died. They retain a good portion of their memories, though time, as well as a hatred for the one who imprisoned them in everlasting un-death, have driven them insane. Those who in life were sorceress sometimes still possess the knowledge of the arcane arts and are capable of casting sorcery. Most however, were just normal men who were deceived by the Dark Lord and became cursed in life. These beings haunt the places of their burial walking in ceaseless un-death and bearing malice towards all things living. Should a powerful servant of the Dark Lord come into their presence, the evil that created these Wights overwhelms them, compelling them once again to the will and service of the Dark Lord. Such wretched creatures are no longer men, but abominable mockeries of men. Only in the destruction or dismemberment of their bodies can their spirits be set free, but the curse 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

Claw # Claw
#

A Werewolf can attack with one bite attack and two claw attacks each combat round. Skills: Climb 75%, Dodge 95%, Hide 90%, Jump 90%, Language (Blackspeach) 100%, Language (Westron) 100%, Listen 95%, Sense 90%, Stealth 95%, Spot 90%, Tracking 90% POWERS Overwhelming Presence: The presence of a Werewolf is terrifying. When a Werewolf is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -80% penalty to their resistance roll attempt. Tainted Lair: The innate powers of a Werewolf corrupt its home. Vile creatures are drawn to its abode, while good and natural creatures shun it. Anyone approaching the lair of a Werewolf will feel unease and may become afraid (natural creatures will become spooked and flee in fear). Fell Creatures Stamina: Werewolves are beings that house an evil spirit. As such they possess a stamina born of sorcery and take only minimum damage from physical attacks by normal unenchanted weapons. All damage bonuses that characters poses will also only yield the minimum damage. Only magical weapons will do normal damage, however if the character wielding such a weapon possesses a damage bonus, the damage bonus will still only yield its minimum possible damage. In addition, Werewolves heal all injuries at five times the normal rate for that of a man and always make any Stamina rolls at their full Stamina percentage chance. This means that they are unlikely to lose Weariness Levels (if this option is being used) nor Fatigue Points (if the option is being used).

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creatures will mostly be found where men have come under the influence of the servants of the Enemy, for example the lands and kingdoms of Angmar and Rhudaur, in the east of Middle-earth and the southern lands such as Harad and Far Harad. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head POW @ POW 2D6+6 2D6+6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
@

Wights will have a higher POW than the average Wight and prefer to use magic to attack the living than physical attacks. Overwhelming Presence: The dread presence of a Wight is frightening. When a Wight is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -40% penalty to their resistance roll attempt. Undead Stamina: Lesser Wights need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that of a man. Further, Wights 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.

Average 13 13 13 13 10-11 10-11 MOVE: 10 HIT PNTS: 13 Damage Bonus +1D4 Tres Fact: 20 Points 0/5 0/5 0/5 0/6 0/4 0/4 0/5

WILDMEN of DUNLAND
Of the many tribes of Dunlendings within
north-western Middle-earth, some took to living in the wildest of places within the mountain vales of the Misty and White Mountains, driven there by the frequent Dunnish tribal conflicts, the coming of the Edain, and later the men of Rohan. These men lived a harsh existence and grew ever wilder as the ages past; for their hard living conditions, the harsh mountain environment and their almost huntergatherer lifestyle did not give them much freedom to do anything other than eke out a meagre existence living off the land and growing spindly crops. The numbers of these men were bolstered by the brigands and thieves amongst the Dunlendings who sought to find a suitable place of hiding to escape retribution for their crimes. So to their skills learnt by the wild existence of these tribes, thievery and banditry were added. These proved to be profitable pastimes, when there was enough food to spare to permit such ruthless activities. When Gondor granted the Rohirrim the province called Calenardhon, still more tribes of Dunlendings became displaced from the land around the northern feet of the White Mountains, the land that became known as Rohan. This act fuelled a bitter hatred of the Rohirrim by the Dunlending peoples west of the Isen and the Dunlending mountain tribes whom the Rohirrim referred to as the Wildmen of Dunland. This hatred of Rohan was later exploited by Saruman the White during the last years of the Third Age, at the time of the War of the Ring. Saruman incited many Dunlending tribesman to join his forces of Orcs and Uruk-hai and attack Rohan. Worse still, Saruman experimented with the breeding of the

@ A Lesser Wights STR and CON are equal to its POW. * A Wight will still wear the rotten clothes or rusted armour it was originally buried with. ** A Wights hit points are equal to its POW as Wights do not possess CON. The corpses hit locations are very brittle and will either break or crumble if the hit points at a specific location are reduced to zero. However, due to the undead nature of the Wight, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Wight. # A Wight will use any suitable weapon that it was buried with. Skills: Listen 55%, Stealth 55%, Spot 60%, Sorcery 45%, Tracking 35% POWERS Magic Spells: Some Wights may remember the sorcery and magic that they learned in life. These

.nrow ruomra detsur dna nettor eht ot lauqe stniop ruomra ssessop dluow yeht hcus sa ,ni deirub erew yeht sehtolc dna ruomra eht raew sthgiW resseL :ETON
Weapon Weapon # Fist Strike Percentage Damage Rank 7 50% Weapon +db 1D3+db crush 8 45%

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Wildmen of Dunland with Orcs to produce a horrid Half-orc breed. The Wildmen of Dunland are considered to be savages of the most detestable nature, little more than animals in their behaviour and without honour. They are highly superstitious and have abandoned the peaceful nature oriented religion of the Dradan (or Wose) and Daen Coentis/Dunlending cultures. They are now led by their Shamans who invoke the spirits of their ancestors for guidance. This is a weakness that has easily been exploited by the emissaries of the Enemy and also by Saruman. Both have conjured apparitions in order to direct these Wildmen into following their will. In appearance, the Wildmen of Dunland are now very distinct from the Dunlending tribes west of the Isen, south of the White Mountains and within Eriador. The Wildmen are men of dishevelled and unkempt appearance, their clothing is of wide weave and an earthy brown and grey in colour and many have prominent incisors in their teeth that give them the appearance of having fangs. They speak their own tribal dialects of Dunnish and possess a very poor vocabulary of Westron. They are not very skilled in metalwork and only wear leather and hide armour. Their weapons also are of a very crude nature.

Weapon Axe, Hand Club, Heavy Comp. Bow

1D6+1+db bleed 1D8+db crush 1D8+1+db* impale Shortsword 7 45% 1D6+1+db imp Spear, Long 5 55% 1D10+1+db imp Spear, Short 7 55% 1D6+1+db imp Torch 7 45% 1D6+flame Note: all weapons are of low quality make (weapons will have less hit points than listed in equipment tables). Skills: Appraise 40%, Brawl 50%, Craft (blacksmithing) 45%, Dodge 40%, Grapple 45%, Language (Dunnish) 80%, Language (Westron) 40%, Listen 45%, Repair (weapons and armour) 35%, Spot 45%, Status 35%, Throw 35%. POWERS Magic: Only Wildmen Shamans will know some magic, which will be confined to Ritual and some Sorcery magical skill specialities at around 60% chance of success.

Strike Rank 7 7 5

Percent age 55% 50% 25%

Damage

Gamemaster note: The Wildmen of

Dunland are little more than brigands and marauders who are disorganised and disunited. Highly superstitious, they are easily frightened and scared off. As a group they pose only a local threat to the peoples of Rohan and at times the more civilised Dunlendings west of the Isen. However, they are easily dominated by a strong and powerful leader, organising them into more than just a minor annoyance. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3D6 3D6 2D6+6 3D6 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 10-11 10-11 13-14 10-11 10-11 10-11 MOVE: 10 HP: 12 Damage Bonus: none Tres Fact: 5 Points Variable/4 Variable/4 Variable/4 Variable/5 Variable/3 Variable/3 Variable/4

WOLF-KIND
Middle-earth has many carnivorous species that populate it lands and regions. Perhaps the most prolific carnivore species of them all is that of the Wolves. These creatures reputation as fierce predators has earned them the respect of the Freepeoples of Middle-earth. However the Enemy, ever wishing to corrupt what is pure, has long sullied the species of Wolf by breading strains of these creatures that he has given his malice to. Whilst the species of Wolf still remain as they have ever been within Middle-earth, Dire-wolves and Wargs now roam the lands and threaten the Free Peoples. These creatures are a danger to any who travel within Middle-earth. Where as one creature may be subdued easily enough, these creatures never travel alone and adventurers will be confronted by a pack of such creatures and easily surrounded. To this day they remain an ever present threat to the Free Peoples of Middle-earth.

WOLVES
The species of Wolf is identical to the creature listed and described on p. 340 of the BRP Rulebook.

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Gamemaster note: Wolves are found

across Middle-earth but mostly within its northern parts. They will run in packs comprising up to twenty family members, led by a dominant male and female (called the Alpha male and Alpha female) who will be the patriarch and matriarch of the pack. Wolves themselves are not evil creatures, but as predators they have a fearsome reputation amongst the Free Peoples and are avoided or driven off whenever they are encountered.

Occasionally, amongst a pack of common wolves, the Alpha male and female may be Dire wolves, but this is becoming rarer as these creatures now tend to be bred in abundance by Orcs. Characteristic Roll STR 3D6+6 CON 3D6 SIZ 2D6+6 INT 7 POW 3D6 DEX 2D6+6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Weapon Bite @ Claw @ Ripping
@ @

Average 17 10-11 13-14 7 10-11 13-14 MOVE: 11 HIT PTS: 12-13 Damage Bonus +1D4 Tres Fact: N/A Points 4/4 4/4 4/6 4/6 4/4 4/4 4/5

DIRE

WOLVES

Dire wolves get two simultaneous claws and one bite attack each combat round. The bite comes 5 Strike Ranks after the claw attacks. If both claws successfully strike the target, the Dire wolf will hang on and rip with its hind claws on the next round while continuing to bite, gaining a free attack for its bite that combat round. NOTE: In combat, Dire wolves will often fight cooperatively. Several Dire wolves may attack the same target, ensuring that most of them will not be parried or dodged. Or one or two of the larger Dire wolves may attempt to knock their target down when it falls over, a bunch of other Dire wolves will rush in to tear at the target while it is down. Skills: Dodge 45%, Hide 80%, Jump 55%, Listen 75%, Sense 90%, Spot 85%, Stealth 75%, Track 80%. POWERS Language of Wolves: Dire wolves have a language consisting of guttural growls and howls. It is possible to learn and understand this animal language and Goblin wolf-handlers often do. Dire wolves are able to communicate very basic information through these sounds. If someone lives in a close working relationship with a pack of these creatures, as Goblin wolf-handlers do, then they will pick up on what the sounds mean. Such basic information that can be

Gamemaster note: Dire wolves can be

found across north-western Middle-earth and into the east as well. They are usually found living in packs amongst Goblin and Orc encampments and strongholds; however packs of up to a dozen of these creatures may be found roaming the wild. They are a threat to any of the Free Peoples who may come into contact with them, but unlike wolves, Dire wolves prove far more difficult to deal with.

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Dire wolves were sired when the Enemy breed especially large and vicious wolves together in the desire to create a new breed of wolf, one that was more intelligent and cunning than its sires and would be filled with his malice and hatred. Over time, this breeding program proved a success and these large wolves did indeed become an independent breed of wolf. But Dire wolves were still capable of interbreeding with the common wolf species. Some did, thereby diluting the traits that had been bred into this new sub-species. Even so, many of this breed grouped together in their own packs and sired more Dire wolves. These wolves were vicious and hunted for the pleasure of killing just as much as they did for food. They were cunning and cruel and showed an intelligence uncommon to the wolf species, and a malice that was akin to that of the Orcs. These creatures are kept and especially breed by Goblins to act as their mounts for riding and as sentinels at watch over their strongholds, for they are an ideal size to carry a Goblin. Orcs however use Dire wolves solely as a kind of guard dog, for they are not large enough to carry an Orc. It is an ideal partnership for the Orc-kind and Dire wolves and many now live amongst the Goblin encampments and strongholds spread across Middle-earth. It is said that these creatures have also developed their own language, one that is understood by the Goblins. Goblin wolf-handlers are able to converse, albeit in a crude and rudimentary way, with their Dire wolf charges. This has made the partnership of Dire wolf and Orc-kind even more dangerous.

Strike Percentage Damage Rank 1D8+db impale 12 55% 1D6+db bleed 7 75% 2D6+db bleed 1 80%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

conveyed include the understanding that there is an intruder present or that prey has been sniffed out, that there is danger etc. Such information will always be vague and indeterminate but the message will have one strong theme: ie intruder, danger, food, cold, hungry etc.

left up to the wolf-handlers who will take care of the Wargs. It is dangerous work and one that results in many disfiguring injuries, but those who succeed will receive a place of honour and gifts from their Chieftain.

Gamemaster note: Dire wolves and wolves

WARGS
Buoyed by the success of breeding the Dire wolves, the Enemy set about to overcome the shortfalls of that breed, the result was the breeding of the Wargs. Large and power, Wargs look something of a cross between a giant hyena and a Dire wolf and are around the size of a small horse. They are covered in thick fur that ranges in colour 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 jaws. Their fierce might is matched by an evil intellect and cunning that should never be underestimated. Wargs have been allied with Orc-kind since the Enemy bred both species. But it is believed by the Wise that the Wargs did not appear in Middleearth until after the fall of Beleriand, for the species of wolves that were such a great threat to the Free Peoples before that time were either great Dire wolves or Werewolves. Wargs are large enough that Orc-warriors can be mounted on their backs, thus comprising a fearsome cavalry that is not easily overcome. As with Dire wolves and Goblins, many Wargs live side by side with Orcs in their strongholds, acting as watchdogs as well as mounts. Other Wargs, however, can be found living in the wild and pose a threat to Orc and Free Peoples alike as they see all as potential sources of food. Where Wargs live in association with Orcs, the Orc wolf-handlers have learnt the subtle language of the wolf, just as their Goblin counterparts have with the Dire wolves. 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 are the largest of the pack, but this is not always the case. Should the Alpha male or female be killed or die, the pack will fragment into smaller packs that will look for others in a similar circumstance in order to unite into a new pack. In this way, inbreeding is minimised and the chance of healthy and strong offspring is maximised. Generally the Wargs that are allied to Orc tribes have been bred by the Orc wolf-handlers and are more tame. That is to say that they will not tare their Orc wolf-handlers apart on sight... generally they wont, but there are always exceptions. For an Orc tribe to capture and tame Wargs is a great and dangerous undertaking, one

will avoid Wargs as they will be treated as 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 Misty Mountains into Angmar and the Ettenmoors, and as far south as the Gap of Isen and Rohan. They have even been found as far east as the Sea of Rhun. They prefer to wear down their prey through hit and run attacks, surrounding and overpowering their targets, and they are not afraid of attacking larger parties of travellers. Characteristic Roll STR 3D6+18 CON 2D6+6 SIZ 4D6+6 INT 7 POW 3D6 DEX 2D6+6 Hit Location Melee Right Hind Leg 01-02 Left Hind Leg 03-04 Hindquarters 05-07 Forequarters 08-10 Right Fore Leg 11-13 Leg Fore Leg 14-16 Head 17-20 Weapon Bite @ Claw @ Ripping
@

Average 28-29 13-14 20 7 10-11 13-14 MOVE: 12 HIT PTS: 17 Damage Bonus +2D6 Tres Fact: N/A Points 5/5 5/5 5/8 5/8 5/5 5/5 5/6

Wargs get two simultaneous claws and one bite attack each combat round. The bite comes 5 Strike Ranks after the claw attacks. If both claws successfully strike the target, the Warg will hang on and rip with its hind claws on the next round while continuing to bite, gaining a free attack for its bite that combat round. NOTE: In combat, Wargs will often fight cooperatively. Several Wargs may attack the same target, ensuring that most of them will not be parried or dodged. Or one or two of the larger Wargs may attempt to knock their target downwhen it falls over, a bunch of other Wargs will rush in to tear at the target while it is down.

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Strike Percentage Damage Rank 1D8+db impale 12 75% 1D6+db bleed 7 85% 2D6+db bleed 1 80%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Skills: Climb 55%, Dodge 55%, Hide 80%, Jump 65%, Listen 75%, Sense 90%, Spot 85%, Stealth 75%, Track 85%. POWERS Language of Wolves: Wargs have a language consisting of guttural growls and howls. It is possible to learn and understand this animal language and Orc wolf-handlers often do. Wargs are able to communicate very basic information through these sounds. If someone lives in a close working relationship with a pack of these creatures, as Orc wolf-handlers do, then they will pick up on what the sounds mean. Such basic information that can be conveyed include the understanding that there is an intruder present or that prey has been sniffed out, that there is danger etc. Such information will always be vague and indeterminate but the message will have one strong theme: ie intruder, danger, food, cold, hungry etc.

WRAITHS (The Ulairi)


Wraiths are ghostly beings that exist more in the hidden Wraith-world than in the physical realm. The most famous of these creatures were the Ring-wraiths, the Nazgl, great kings of Lessermen who were ensnared by Sauron's Nine Rings and turned into Wraiths bound to his service and the fate of the One Ring. They however were not the only lairi, the Quenya word for 'eternal or unending', an apt description for the Wraiths. The Morgul weapons of the Nazgl (and perhaps other servants of the Enemy) carried dark enchantments that cursed the wounds they inflicted. The wounds themselves varied; the wound suffered by the Steward Boromir (the ancestor of the Boromir son of Denethor) left him in crippling pain and shortened his life, while the wound taken by Frodo on Weathertop threatened to make him into a Wraith. To be cut by a Morgul blade would mean becoming a Wraith if a sliver of the blade broke off and worked its way to the heart of the victim. Only strong and power healing, such as that provided by Elven Lords would be able to remove the sliver and heal the wound, thus preventing this horrid end. Wraiths seem to have led a dual existence on the boundary between two worlds: the physical realm and the Wraith-world. While they had a partial form in the physical reality, they seem to have had a more solid existence in their own world. They also had the ability to draw others into their reality. This power to draw others into their realm seems to have been used to terrorise their servants, too - 'they skin the body off you as soon as look at you, and leave

you all cold in the dark on the other side', says Gorbag in The Two Towers, LOTR. The Wraith-world was not populated by wraiths alone. The Elves seemed to somehow also have had a form of existence that extended into this realm; however they existed in a brilliant, shining form on the other side of the threshold. At least, Frodo saw Glorfindel in this form while on the brink of the Wraith-world himself, and Gandalf later suggested that this nature was common to the High Elves. It would seem that the High Elves were given such grace by the Valar as to be able to project their glory into this spiritual realm and thus cause fear to such creatures of the Shadow. Two forms of Wraiths are described below, that of the lesser Wraiths, those whom have been formed by wounds caused by Morgul blades, and the Cargl, those who have freely given themselves to the service of the Dark Lord in exchange for power 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
These are the hapless victims of Morgul blades. Wraiths form when a person, who has been struck by a Morgul blade, has a sliver of the blade break off inside them. If they do not receive the attentions of powerful Elven healing, or the healing of especially skilled healers, the victim will die if the sliver is allowed to work its way to the victims heart (a process that may take hours, days or over a week to occur). Once the victim dies, they will be drawn into the Wraith-world by the Nazgl who stabbed the victim. Once a Wraith, they will be trapped in that realm forever, an unwilling and witless servant of the Enemy, unless either the Wraith is killed, or the One Ring destroyed. The Wraith will either be totally under the domination of the Enemy, or left to wander the Wraith-world aimlessly forever, lost, witless and without hope unless death is finally brought to them.
Gamemaster note: Wraiths generally make
poor servants of the Enemy, as they were dragged unwillingly into the existence they now possess. It would seem that either the process of becoming a Wraith, or the intercessions of the Valar, have confounded the designs of the Enemy. For those of the Free Peoples who have fallen to the fate of a Morgul blade and become a Wraith are left without wits or intelligence. They merely become dumb servants of the Enemy, or are so witless as to be uncontrollable. This however is not the fate of those amongst the lesser men who have become followers of the Dark Lord. For such of these who have been

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transformed into Wraiths, seem to retain their intelligence and memories after becoming Wraiths. It is a curiosity, and a mercy, that the Wise do not yet fully understand. Those of the lesser men who do not revere the Valar, but whom are also not aligned to the Dark Lord, may or may not suffer the same fate as that of the Free Peoples if transformed into a Wraith. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head POW @ POW Var* Var* 3D6 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
@

successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Wraith. # A Wraith will use any suitable weapon available to it. Skills: Listen 75%, Stealth 85%, Spot 30%, Track (by smell) 85% POWERS Overwhelming Presence: The dread presence of a Wraith is frightening. When a Wraith is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -20% penalty to their resistance roll attempt. Purity of Running Water: All Wraiths are frustrated by the presence of running water. Any skill roll made at the shores of a river, stream or the ocean (also lakesides when waves are rolling onto the shoreline) are considered to be Difficult. Wraiths will never ford deep rivers, preferring to cross on bridges. Wraiths will also have to pass a Luck roll before they attempt to cross even a shallow ford in a river or wide stream (very narrow streams pose no problem however). This is due to the fact that they must summon the willpower to cross over the running water. Scent of Blood: Wraiths can smell the blood of living creatures as it pulses through the veins. As such they have at least an 85% chance of tracking a creature by smell (this is reflected in their skills 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 smell will be considered to be Easy (ie double the skill chance), and all distances for perception are doubled. So a bleeding creature at a distance of 160 metres can be detected by the Wraith and its chance of Tracking by Smell will be 170%. However, for every 40 metres beyond this extended range, the Wraiths chance of detection of the bleeding creature will still drop by -10%. So a bleeding creature at a range of 240 metres will be detectable by the Wraith as through its Track by Smell skill was 150%. Senses of the Dead: Wraiths do not see the living beings of the world, but instead perceive the shadows they cast. To them, black seems as though white and darkness as though a pallid light. As such their Spot skill chance is limited to 30% (this is reflected in their skills listed above) during daylight and to 15% when in direct sunlight. Their Spot skill chance increases to 50% when in darkness and during the night hours. When seeing High Elves, however, they appear as brilliant, shining forms, blinding and terrifying to the Wraith. Wraiths will

Average 10-11 10-11 13 13 10-11 10-11 MOVE: 10 @ HIT PTS: POW Damage Bonus none Tres Fact: N/A Points 0/POW** 0/POW** 0/POW** 0/POW** 0/POW** 0/POW** 0/POW**

@ A Wraiths STR, CON and Hit Points are equal to its POW. * A Wraiths SIZ and INT will be the same as the victim the Wraith was formed from. If a Wraith is being generated for the purposes of a random encounter, assume that the Wraith was once a human and give them a SIZ and INT of 2D6+6. Those amongst the Free Peoples who suffer the fate of becoming a Wraith will only possess a fixed intelligence of INT 5. They will be no more intelligent than that of an animal, able to follow instructions and capable of some degree of problem solving, but no longer possessing the intelligence or memories they had whilst alive. ** A Wraiths hit points are equal to its POW as Wraiths do not possess CON. The Wraiths hit locations vary based on the creature that has been transformed into a Wraith (usually humanoid shaped creatures). Any damage done to a hit location will inflict damage to the total Hit Points of the Wraith only for there are no true hit points per hit location. However, due to the undead nature of the Wraith, it will only suffer half damage from physical attacks and Special and Critical attack

.nrow ruomra eht ot lauqe stniop ruomra ssessop dluow yeht hcus sa ;sehtolc dna ruomra raew yam shtiarW :ETON
Weapon Weapon # Fist

Strike Percentage Damage Rank 7 50% Weapon +db 1D3+db crush 8 45%

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suffer Aura Attacks at a -40% or more penalty when encountering such High Elves. Undead Stamina: Wraiths need never eat or drink, take only half damage from physical attacks from 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 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. Wraithform: Wraiths are invisible unless they garb themselves within clothing or armour. However, their eyes can still be seen as dim orbs of red fire, revealing their evil and malice. Sometimes more of a form can be visible beneath their robes. When this is the case (and only powerful Wraiths are capable of this for short periods of time, see the Cargl description below) the Wraith will appear to be as a ghostly skeleton beneath the robes it wears.

priesthood of the Dark religion and the court of the Dark Lord and his Nazgl and are extremely dangerous, having retained the intelligence and memories of their former physical life and the sorcery they were so adept at casting whilst alive. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head POW @ POW Var* Var* 3D6+8 3D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20
@

Average 10-11 10-11 13 13 18-19 10-11 MOVE: 10 @ HIT PTS: POW Damage Bonus none Tres Fact: 20 Points 5/POW** 5/POW** 5/POW** 5/POW** 5/POW** 5/POW** 5/POW**

The Cargl are Wraiths who are the


servants of the Nazgl, acting as messengers and heralds of doom. When need presses they also take on the role of sergeants of their armies. The main role that the Cargl however is to undertake the spreading of the religion of the Dark Lord and his Nazgl servants. The Cargl are the priest and teachers of the abominable practices of the dark religion. As such, they are also skilled sorcerers and will often be supported by servants of less powerful sorcerers and acolytes of their faith, drawn from the ranks of fallen men and the Orkish races. All the Cargl were once fallen men or Orc priests, servants of the Dark religion, whose lust for power drove them to choose the most terrifying of fates. For all the Cargl willingly gave themselves over to become Wraiths. In the dark rites of their religion they became blood sacrifices to the Dark Lord and pierced themselves with Morgul blades, driving them deep into their own hearts. Within moments of their agonising death, they rose again as horrid Wraiths, willing servants of the Destroyer, ready to go forth and spread his religion of lies, deceit and terror.

@ A Cargls STR, CON and Hit Points are equal to its POW. Cargl pride themselves on the gaining of power and as such the statistics for POW represented here would be for the POW of the priest at the time they became a Cargl. Therefore a Cargls POW could be greater than the statistics listed in the statistics block above. * A Cargls SIZ and INT will be the same as the dark priest the Wraith was formed from. Assume that the Cargls SIZ and INT will generally be of 2D6+6, but use the appropriate SIZ and INT for Orcs or other creatures as relevant to their racial description. ** A Cargls hit points are equal to its POW as Wraiths do not possess CON. The Wraiths hit locations vary based on the creature that has been transformed into a Wraith (usually humanoid shaped creatures). Any damage done to a hit location will inflict damage to the total Hit Points of the Wraith only for there are no true hit points per hit location. However, due to the undead nature of the Wraith, it will only suffer half damage from physical attacks and Special and Critical attack successes have no effect, doing the same as any normal physical damage would (ie half rolled damage). Only magic and magical weapons will do full damage to a Cargl.

Gamemaster note: Such horrid creatures

are the most trusted of the servants of the Nazgl, for they have passed their ultimate test of allegiance to the Dark Lord and have become akin to the Nazgl themselves. These creatures are not as powerful as the Nazgl but share many of the traits that make their Nazgl masters so dangerous. Such creatures can be regarded as the royal

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Weapon Weapon # Fist

CARGUL

Strike Percentage Damage Rank 7 80% Weapon +db 1D3+db crush 8 75%

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

# A Cargl will use any weapon suitable to its priestly duties that it has available. The highest ranking Cargl will even be entrusted with their own Morgul blades. Skills: Listen 85%, Stealth 95%, Sorcery 100%, Spot 30%, Track (by smell) 95% POWERS Magic Spells: Bladeshattering, Create Light, Evoke Fear, Fog-raising, Forgetfulness, Holding-spell, Spellbinding. Cargl do not make Stamina rolls after casting spells. Cargl will know additional magic and sorcery spells but the high priest Cargl will in particularly know the following additional spells: Blast of Sorcery, Command, Misdirection, Power of the Land, Shadow of Fear, Slumber, Veiling Shadow. Overwhelming Presence: The dread presence of a Cargl is frightening. When a Cargl is encountered in close proximity, the characters will suffer an Aura Attack (see p.214 Aura Attacks Spot Rule in the BRP rulebook) at a -40% penalty to their resistance roll attempt. Purity of Running Water: All Wraiths are frustrated by the presence of running water. Any skill roll made at the shores of a river, stream or the ocean (also lakesides when waves are rolling onto the shoreline) are considered to be Difficult. Wraiths will never ford deep rivers, preferring to cross on bridges. Wraiths will also have to pass a Luck roll before they attempt to cross even a shallow ford in a river or wide stream (very narrow streams pose no problem however). This is due to the fact that they must summon the willpower to cross over the running water. Scent of Blood: Wraiths can smell the blood of living creatures as it pulses through the veins. As such they have at least an 85% chance of tracking a creature by smell (this is reflected in their skills 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 smell will be considered to be Easy (ie double the skill chance), and all distances for perception are doubled. So a bleeding creature at a distance of 160 metres can be detected by the Wraith and its chance of Tracking by Smell will be 170%. However, for every 40 metres beyond this extended range, the Wraiths chance of detection of the bleeding creature will still drop by -10%. So a bleeding creature at a range of 240 metres will be detectable by the Wraith as through its Track by Smell skill was 150%. Senses of the Dead: Wraiths do not see the living beings of the world, but instead perceive the

shadows they cast. To them, black seems as though white and darkness as though a pallid light. As such their Spot skill chance is limited to 30% (this is reflected in their skills listed above) during daylight and to 15% when in direct sunlight. Their Spot skill chance increases to 50% when in darkness and during the night hours. When seeing High Elves, however, they appear as brilliant, shining forms, blinding and terrifying to the Wraith. Wraiths will suffer Aura Attacks at a -40% or more penalty when encountering such High Elves. Cargl, however, can ride the dreaded Black Horses of Mordor. When mounted on a Black Horse they are able to perceive the world through the senses of their mounts. As such, whenever a Cargl is touching or riding a Black Horse, they do not suffer any of the adverse effects of the Senses of the Dead power. Instead, if they so choose, they may use the Perception based skills of the mount they are riding when undertaking Perception based skill rolls. Undead Stamina: Wraiths need never eat or drink, take only half damage from physical attacks from 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 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. Wraithform: Cargl are invisible unless they garb themselves within clothing or armour. However, their eyes can still be seen as dim orbs of red fire, revealing their evil and malice. Sometimes more of a form can be visible beneath their robes. When this is the case the Cargl will appear to be as a ghostly skeleton beneath the robes it wears making it appear more dreadful that it already is. It costs a Cargl 2 Power Points per Combat Round to do this but it may add a penalty of an additional -20% to the Aura Attack resistance roll of any opponents within its presence being affected by its Overwhelming Presence power.

ZOMBIE
Necromancers and Gaunt-lords are all well
versed in the dark art of animating the bones and bodies of the dead. A favoured undead creature often raised by such practitioners of vile magic is the Zombie. Zombies are simply animated corpses and they differ little from the other favourite of Necromancers, the Skeleton. Both are animated by vile sorcery, and both rely on the body parts of the deceased. They only difference is that one undead creature still has rotten flesh attached to its skeletal structure, and the other only has the skeletal structure left to animate.

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John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

Gamemaster note: The Zombies found in

Middle-earth differ slightly from those detailed on pp. 350-351 of the BRP rulebook. Middle-earth Zombies do not hunger for flesh. They are simply animated corpses that attack intruders without exception. As Zombies will fight with whatever weapons they have available to them, they will attempt to bite their targets, and this may cause an infection around the bite area of any victim so bitten. But Zombies will bite simply because it is a weapon at their disposal, not because they hunger for flesh to eat. Their digestive systems are rotten and have long since stopped functioning. As such they require no sustenance, being maintained by the spell that created them. Though Zombies are created by rituals and sorcery, dispelling magic spells will not affect a Zombie.

A unarmed Zombie can attack with two claw attacks and one bite attack per combat round. NOTE: A Zombie will never attempt a Dodge or Parry. A Zombie will continue to fight until hacked to pieces. This requires severing the head, arms and torso (chest) of the horror. # A Zombie will use any weapon given to it by its Necromancer at the attack chance of 50%. This skill chance never changes due to experience. Skills: Sense (life) 50%

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Zombies can be animated from a single corpse, but are usually made from combining the body parts of different corpses, all of the same species. The reason for this is that it is rare to find a suitable freshly deceased body that can be animated to make a Zombie. Most bodies will only have parts (a limb here, a torso there) that have not gone beyond such a state of decomposition that will prevent zombification from occurring. If a body is too badly decomposed, the Necromancer will likely opt to animate a Skeleton instead. Once a Zombie has been created however, the process of decomposition will cease until the Zombie is killed. Once the Zombie has been killed however, the spell that made it will be broken and the body parts will start to decompose again. Zombies are incapable of speech, but those with heads will be able to groan as air passes over their rotting vocal cords. This will occur if there are holes in the Zombie allowing air to move into the chest cavity and exit via the mouth, passing over the rotten larynx of the Zombie. Especially skilled Necromancers will cut minor incisions into the chest cavities of their horrors in order to create this effect and give their vile creations the sounds of moaning and groaning. Not only does this give these undead the appearance of being in pain in their undeath, it also helps to cause fear in any who behold such a creature. Zombies have a pseudo-intelligence created by the magic that raises them. However they are not true intelligent beings. They can be programmed to perform the most basic acts through the most basic of instructions (such as patrol here, attack intruders etc), but they are easily outwitted and cannot undertake any independent problem solving. There are many different forms of Zombie that have been seen in Middle-earth, the most common ones have been described below.

ZOMBIE
This is the standard Zombie undead created by Necromancers and Gaunt-lords. They are horrors and smell like a rotting corpse, which is what they are. They are capable of following only simple instructions and will generally attack in mobs, as an individual Zombie is easily killed or outsmarted.

Gamemaster note: These types of Zombies


are generally used as guards by Necromancers or used to both destroy and cause fear in isolated settlements of the Free Peoples. They are surprisingly agile and are free of rig amortise. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Head 3D6 x1.5 3D6 x1.5 2D6+6 4 1 2D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19-20 Average 15-17 15-17 13 4 1 7 MOVE: 8 HIT PTS: 14-15 Damage Bonus +1D4 to +1D6 Tres Fact: N/A Points 0/5 0/5 0/5 0/6 0/4 0/4 0/5

Weapon Bite Claw Grapple Weapon #

Strike Percentage Damage Rank 1D3 +db bleed 12 50% 1D3 +db bleed 7 50% special 9 50% 7 50% Weapon +db

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

POWERS Animated Undead Stamina: Zombies need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and 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 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. 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. Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Leg Left Leg Abdomen Chest Right Arm Left Arm Neck Miss 3D6 x2 3D6 x2 2D6+6 4 1 2D6 Melee 01-04 05-08 09-11 12 13-15 16-18 19 @ 20 Average 21 21 13 4 1 7 MOVE: 8 HIT PTS: 17 Damage Bonus +1D6 Tres Fact: N/A Points 2/6 2/6 2/6 2/8 2/5 2/5 2/5 N/A

An unarmed Headless Zombie can attack with two claw attacks per combat round. @ 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 have been on the Headless Zombie. NOTE: A Zombie will never attempt a Dodge or Parry. A Zombie will continue to fight until hacked to pieces. This requires severing the head, arms and torso (chest) of the horror. # A Zombie will use any weapon given to it by its Necromancer at the attack chance of 75%. This skill chance never changes due to experience. Skills: Sense (life) 75% POWERS Animated Undead Stamina: Zombies need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and 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

HEADLESS ZOMBIE
This Zombie is stronger and more
dangerous than its counterpart, and like the name suggests, lacks a head. The reason for not possessing a head is not just simply for the purposes of fear and intimidation. As this horror moves about, the air pushed through the chest cavity and out through the open neck exhales a putrid rotting smell that is overpowering.

Gamemaster note: These types of

Zombies are more powerful and are created by more powerful Necromancers. They have a more leathery skin than their counterparts. They are surprisingly agile and are free of rig amortise. The air exhaled by these horrors is truly putrid.

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Weapon Claw Grapple Weapon #

Strike Percentage Damage Rank 1D6 +db bleed 7 75% special 9 75% 7 75% Weapon +db

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

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. 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. Stench of Death: Any adventurer engaged in melee combat with a Headless Zombie must pass a Stamina roll each combat round or become overpowered by the charnel smell emitted by the Headless Zombie. Should the adventurer fail their Stamina roll, all skill rolls (including combat skills) undertaken for that combat round will be Difficult to perform due to the stench of the corpse.

appendages may still be able to cause mischief and grief! Characteristic Roll STR CON SIZ INT POW DEX Hit Location Right Arm 3D6 x1.5 1D6 x1.5 1D3+1 4 1 2D6 Melee 01-20 Average 15-17 4-5 2-3 4 1 7 MOVE: 3 HIT PTS: 4 Damage Bonus None to +1D4 Tres Fact: N/A Points 0/4

Claw @ Choke Weapon #

A Zombies severed arm only has one attack per combat round, so it can only attack with a claw attack, or attempt a choke attack, or use a weapon it carries once per combat round. 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 then hold on to the target. On the next combat round it will then attempt to undertake a Choke attack. If successful in this attack, the Severed Arm will then hold on, chocking the target. The target will need to overcome the Zombies STR with their own STR on the Resistance Table in order to break free. If they fail they will suffer the effects of Chocking. The rules governing how to deal with being choked by this attack are found in the BRP Spot Rules Chocking, Drowning and Asphyxiation on p.218 of the BRP rulebook. NOTE: A Zombie will never attempt a Dodge or Parry. A Zombie will continue to fight until hacked to pieces. # A Zombie will use any weapon given to it by its Necromancer at the attack chance of 50%. This skill chance never changes due to experience. Skills: Sense (life) 50% POWERS Animated Undead Stamina: Zombies need never eat or drink, take only half damage from physical attacks from normal un-enchanted weapons, and heal all injuries at five times the normal rate for that
@

ZOMBIE:

SEVERED ARM

Sometimes you just need a helping hand,


and this Zombie is just what the Necromancer ordered! When there just arent enough parts to go round, or you just cant get that final touch youre after, dont throw your hands up in the air in frustration. Just animated them! Whether by design or by the results of combat these animated body parts can prove to be a hidden danger. Necromancers have been known to leave these rotten appendages lying around, hidden in the shadows, to trap the unwary. Though they can be easily defeated or avoided, when distracted by their other more completed Zombie cousins, these things have a habit of sneaking up on the unweary and going for the throat, literally.

Gamemaster note: Generally, these

Zombie appendages are hidden in the dark and act as a kind of trap, springing out at the unwary for the attack. They are generally clawed, due mostly to the fact that the finger bones tend to protrude from the rotten skin of the creature, and pack a mean punch. Adventures should be wary of the fact that if they cut a complete Zombie to pieces, its

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Weapon

Strike Percentage Damage Rank 1D3 +db bleed 7 50% special 9 50% 7 50% Weapon +db

John 1:5 - The light shines in the darkness, but the darkness has not overcome it. overcome

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.

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