Page 1 of 2 12 LastLast
Results 1 to 15 of 16

Thread: A Fell Bestiary: Post Your Creations Here!

  1. #1
    Join Date
    May 2003
    Location
    Houston, Texas
    Posts
    49

    Thumbs up A Fell Bestiary: Post Your Creations Here!

    <b>Taurog</b>

    <b>Attributes:</b> Bearing 10 (+1), Nimbleness 10 (+1), Perception 9 (+1), Strength 15 (+4)*, Vitality 16 (+5)*, Wits 8 (+1)
    <b>Reactions:</b> Stamina +5*, Swiftness +1, Willpower +1, Wisdom +1
    <b>Defence:</b> 11
    <b>Skills:</b> Armed Combat: Natural Weapons (Tusks): +8, Intimidate (Fear) +11, Observe (Smell) +7, Run +7, Track (Scent) +6
    <b>Edges:</b> Hardy, Keen-eared, Keen-nosed, Night-eyed 2, Tireless, Travel-sense
    <b>Flaws:</b> Hatred (Elves), Dull-eyed
    <b>Special Abilities</b>
    Armour (4, thick hide), Cloaked in Darkness, Cunning, Mighty Charge, Natural Weapon (Tusks, 2d6+5 damage), Terror, Trample
    <b>Size:</b> Large (6 Wound Levels, +2 Healthy)
    <b>Health:</b> 20
    <b>Courage:</b> 4
    <b>Renown:</b> 0
    <b>TN Equivalent:</b> 20

    <b>Unique Special Abilities</b>
    Cloaked in Darkness: Deep shadow surrounds the Taurog like a cloak of darkness. All non-magical light within 10 feet of it is extinguished or dimmed, and anyone within this darkness suffers -5 test result penalty to all physical tests.

    Stench: Taurogs have a foul stench. Any who approach within 10 yards must make a TN 10 Stamina test or suffer a -2 test result as long as they remain in the creature's presence.

    Purity of Running Water: Taurogs are frustrated by running water. They suffer a –6 penalty to all tests while at the shores of a river or stream. They never ford or swim deep rivers, and need to make a Willpower test to cross even shallow streams and creeks.

    <b>Description</b>
    A Taurog (Sindarin for "Forest Demon") takes the form of a monstrous black boar, enshrouded in a billowing cloud of stinking darkness and swarming flies. Occasionally a baleful red eye or the flash of long, curved tusks pierces the shadowy veil, and those fortunate few who have come face-to-face with the creature and lived to tell of it report a terrible bestial visage with bony protuberances sprouting from brow, snout, and jowl. The hulking beast is nearly as tall at the shoulder as a Man full grown and weighs well over half a ton.

    <b>History</b>
    Two centuries after Sauron came secretly into Amon Lanc, renaming it Dol Guldur and establishing it as his new stronghold, he sent forth the fell Taurogs to herald the coming of the Shadow over Mirkwood. Whether the monsters were the result of some new sorcery or long forgotten evils summoned anew none can now tell, but the demons poured out of the blasted volcano at the Dark Lord’s pleasure, leaving death and destruction in their wake. Those few Elves who remained in the forest’s southern reaches were driven before them, ever northward.

    The Elven-king resisted this terrific threat mightily, and the lore of the Woodland Realm is replete with stories of the hunting of these fearsome beasts. It is told how, in the year 1432, the king's Master of the Hunt, Arthalion Gelireth, was slain near the ruined city of Caras Amarth. During a ferocious fight with a particularly large and cunning specimen, Arthalion was caught on the Taurog’s tusks and bodily thrown across a narrow creek. Rushing to the aid of their fallen captain, his men turned to meet the monster's onslaught. They were amazed when the beast stopped his headlong charge just short of the water's edge. And so it was discovered that running water, even a shallow stream, presented an impassible barrier to the demon-boar. Soon the last of the Elves in the western wood withdrew to the lands north of the Forest River and east of the Gûlduin (River of Sorcery), where they were at long last able to wander the forest paths without fear. The westerly boundaries of Thranduil’s kingdom have been marked by these watercourses ever since.

    <b>Habitat</b>
    In the late Third Age, only a handful of these beasts haunt the deeps of Mirkwood. Active by day or night as their mood dictates, Taurogs lair in hidden forest caves or dense thickets. These are well known to other denizens in the area, who give them a wide berth. Taurogs are not part of the natural ecology and hunt only to sate their wanton appetite for destruction.

    <b>Society</b>
    After Sauron reenters Mordor, the few remaining Taurogs become miserable, solitary creatures, bereft of purpose and heedful of no master, often commanding a territory of over a hundred square miles. They do not reproduce or seek any other congress, one with another. Should one Taurog encroach on another’s demesne, combat to settle the dispute is certain, swift, and deadly.

    <b>Usage</b>
    Taurogs are usually encountered only in the deeps of Mirkwood, far from the beaten paths. They are mostly lazy, preferring sleep and their dark dreams to strenuous activity. Occasionally one is roused to aid the Giant Spiders of Mirkwood, who cannot suffer a superior Elven force to move through their territory with impunity.

  2. #2

    Crebain

    Crebain
    “Flocks of birds, flying at great speed, were wheeling and circling, and traversing all the land as if they were searching for something; and they were steadily drawing nearer.”
    —The Fellowship of the Ring


    Attributes: Bearing 2 (-2), Nimbleness 8 (+1), Perception 12 (+3)*, Strength 3 (-1), Vitality 5 (±0), Wits 6 (±0)*
    Reactions: Stamina ±0, Swiftness +3*, Willpower ±0, Wisdom +3
    Defence: 11
    Movement Rate: 3
    Skills: Armed Combat: Natural Weapons (Beak) +2, Observe (Spot) +3, Observe (Sense Power) +8, Survival (Mountain) +4
    Special Abilities: Extraordinary Sense (Sense Power), Flight (8 yards), Natural Weapon (beak, 1d6)
    Size: Small (4 Wound Levels)
    Health: 4
    TN Equivalent: 5

    Description
    Crebain are large black birds of crow-kind. They can understand Westron, but not speak it. Understanding the cawed reports of a flock of crebain requires the Beast Speech spell.

    History
    Although related to crows and ravens and generally indistinguishable from them, the crebain are greatly feared as spies of the Shadow. They may as a species be in some way be related to the ravens of the North—such as Roäc of Ravenhill near the Lonely Mountain—that were corrupted by the Enemy. From TA 3000 to 3018, Saruman the White had many flocks of crebain scouring Eriador in search of the One Ring.

    Habitat
    The crebain are native to the lands that border the southern Misty Mountains, Dunland to the west and Fangorn to the east. They congregate in great flocks amid the peaks and crags of the mountains near Isengard.
    Society
    The crow-like crebain maintain a society similar to their normal counterparts. Massive flocks of these uncanny birds can be found throughout the southern Misty Mountains. When they fly on missions for their masters, crebain mass in dark clouds that wheel and bank over the countryside in search of their quarry. They also fly quietly, unlike other crow-kind; rarely does even one of their kind utter a sound while on the wing.

    Usage
    The crebain make excellent spies for the Enemy—truly, that is their sole purpose. An entire flock of ravens poses a unique threat: One spy is easily removed, but what can one do against hundreds? The crebain can understand Westron and have the Wits to carry out simple commands. A Sorcerer or corrupted Elf would undoubtedly have a rookery with flock of crebain at his beck and call, especially if his domain is near Eregion or Dunland.

  3. #3

    Neekerbreekers

    Neekerbreeker
    “There were thousands of them, and they squeaked all round, neek-breek, breek-neek, unceasingly all the night, until the hobbits were nearly frantic.”
    —The Fellowship of the Ring


    Neekerbreekers are cricket-like insects that infest swamps and marshes. Although physically harmless, their shrill and constant chirping can work on the nerves of travelers and deny them needed rest. These annoying insects can be found in great number in the Midgewater Marshes just west of Bree, but it’s likely that similar insects live in other marshy areas such as the Gladden Fields, the ruins of Tharbad, and the Nindalf south of the Falls of Rauros. The shrillness and repetition of the chirping works on the minds of those who hear it

    Each night spent in a marsh that contains Neekerbreekers, a traveler must succeed on a TN 10 Willpower test or be unable to sleep thanks to the noise. Further, a character spending two or more consecutive nights in an area infested by Neekerbreekers must on each night thereafter succeed on a TN 10 Willpower test or become frantic and frustrated. A character so affected has a -1 penalty to all tests for the following day.

    A character that succeeds on any of the Willpower tests has grown accustomed to the sound and can ignore it. They need not roll again until they have been out of range of the sound for at least a day. Stopping the ears with cotton or wax provides a bonus of +1 to +3 to the test, depending on the substance and the Narrator’s ruling. A character that has stopped up his ears in this manner receives an equal penalty to all Observe (Listen) tests until the stoppage is removed. See pgs 249 and 250 in the core rulebook for the effects of lost sleep and Weariness.

    At the Narrator’s discretion, once per night a character that uses the Beast Speech spell can make a TN 15 Persuade test to keep the Neekerbreekers silent for one night.
    Last edited by Camdin; 09-14-2003 at 10:24 AM.

  4. #4

    Black Squirrels

    Black Squirrels of Mirkwood
    “There were black squirrels in the wood. As Bilbo’s sharp inquisitive eyes got used to seeing things he could catch glimpses of them whisking off the path and scuttling behind tree-trunks.” –The Hobbit

    Attributes: Bearing 3 (-1), Nimbleness 12 (+3), Perception 7 (+0), Strength 2 (-2), Vitality 5 (+0), Wits 2 (-2)
    Reactions: Stamina +0, Swiftness +3, Willpower –1, Wisdom +0
    Defense: 13
    Skills: Climb +10, Language: Westron +2, Language: Sindarin +2, Language: Black Speech +3, Observe (Hear, Spot) +4, Search +6, Stealth (Sneak) +5, Survival (Forests) +5
    Special Abilities: Natural Weapon (bite, ½-d6), Understand Speech
    Size: Little (3 Wound Levels)
    Health: 3
    Unique Special Abilities: Black Squirrels have the ability to understand Westron, Sindarin, and Black Speech, but cannot speak it. This ability allows them to act as useful spies, considering they can understand those they spy upon but cannot be forced to reveal their secrets easily.

    Description: With smooth black fur and dark, watchful eyes, the Black Squirrels serve as Sauron’s small and secretive eyes and ears. Whenever they spy something of interest, they will quickly return to their master, whether it is The Necromancer himself in Dol Guldur, or a Nazgul. Oftentimes, they are routinely summoned every few nights to report. Doing their master’s bidding, the squirrels travail the whole length of the forest, observing what travelers do and where they are going. The squirrels in particular are charged with spying on the movement of the Mirkwood Elves, and their reconnaissance is invaluable in anticipating enemy attacks.


    History: When Sauron first made Mirkwood his home he recruited many creatures as his servants. Few are as sly and stealthy as the black squirrels. With dark magics such as Enslave Beast, he twisted regular squirrels to do his bidding and act as his spies. Giving them the power to understand the speech of those on two-legs, he ensured that his spies would be able to gain valuable information about the Free Peoples. When the White Council drove Sauron, disguised as The Necromancer, from Dol Goldur in 2941 TA he lost his direct contact with the black squirrels. Years later, in his stead, his Nazgul lieutenants took up command of the squirrels, using their dark speech alone to communicate with the squirrels and have them do the Ringwraiths’ bidding.

    Habitat: Black squirrels are a product of dark magics from long ago. These same magics helped darken the forest of Greenwood the Great, turning it into the shadowy haunt which is now called Mirkwood. The squirrels that were created long ago have since bred and multiplied, populating the forest with spies that serve Sauron and his minions. Not all black squirrels directly serve Sauron, though it is known by the Wise that many black squirrels are indeed the eyes and ears of the enemy. Their normal habits include all those of a normal squirrel, but in addition they regularly scout the forest for anything worth reporting to their masters. When not spying, they can be found eating roots and nuts, and dwelling in the trees performing natural functions.

    Society: The black squirrels mentioned here whom directly serve the Enemy do so not out of their own free will, but out of years of domination. Because of this, they are loyal servants who would do anything for their masters. They will communicate with one another in order to work in teams to spy upon travelers, or will act in solitude, keeping to the shadows to gather information. Whatever the case, their goal is only to spy, and report. They will avoid danger at all costs, and will not attack or harass adventurers unless cornered. An adventurer who would try to communicate with one through Beast Speech or normal coaxing will find them devious and secretive, and they will try to avoid such situations. If an enterprising group forces the creature to speak through magic or some other trick, the squirrel might reveal small information such as that he serves “A greater master”, and that his master’s lair is in “Dol Goldur”, but beyond that the squirrel has little capacity for answering questions. It simply takes in information, and passes it along to his masters, not aware of much more than this.

    Usage: These spies are very useful tools of the Enemy. An adventuring party that is working directly against that Shadow could find their movements being watched at every turn by the black squirrels, and before they know it a villain from Dol Guldur could come to attack them while they camp. Besides this obvious threat, the squirrels are also disturbing in that most travelers are not aware that the squirrels spy for the Enemy. Because of this, many characters might ignore their presence or simply consider it just another dark mystery of Mirkwood. A Lore: Realm (Mirkwood) test with a TN 10 would reveal that these squirrels are rumored to be spies for the Enemy.

  5. #5
    Join Date
    Apr 2003
    Location
    Ohio, U.S.
    Posts
    313
    Great idea Taliesin, and awesome creations guys! Better go with the flow...

    Ice Giant

    "He would go out by himself, clad in white, and stalk like a snow-troll into the camps of his enemies, and slay many men with his hands."

    Attributes: Bearing 10 (+2), Nimbleness 6 (+0), Perception 5 (+0), Strength 12 (+3), Vitality 14 (+4), Wits 5 (+0)

    Reactions: Stamina +7, Swiftness +0, Willpower +2, Wisdom +1

    Health: 17

    Skills: Armed Combat: Natural Weapons (Claws) +5, Intimidate (Might) +3, Language: Common +1, Observe (Spot) +2, Stealth (Sneak) +3

    Special Abilities:

    Claws: The Ice Giant deals 2d6+8 (plus his Strength modifier of +3) with his claws and arms.

    Endurance: Injury penalties do not effect them.

    Night-eyed: Ice Giant are not effected by any lack of light.

    Tough Skin: Counts as 3 points of armor.

    White Fur: They do not suffer penalties from cold. In addition, they gain a +5 bonus to Stealth tests in snowy terrain.

    Description: Towering above the heights of Men at 8 feet, the shaggy, white-furred Ice Giant certainly touts an intimidating presence. This is misleading, however, as the beast is not a carnivore but a herbivore. The huge nomad travels from place to place, searching in deep ice caverns for the plants that grow there (these plants are inedible to others).

    Their minds are naturally of a simple and trusting nature, but they remember grudges and favors interminably and emotionally.

  6. #6

    Corpse Candle

    Corpse Candle
    --------------------
    “‘But I have seen them too. In the pools when the candles were lit. They lie all in the pools, pale faces, deep deep under the dark water. I saw them: grim faces and evil, noble faces and sad. Many faces proud and fair, and weeds in their silver hair. But all foul, all rotting, all dead. A fell light is in them.’ Frodo hid his eyes in his hands.”
    —The Two Towers.

    --------------------

    Attributes: Bearing 12 (+3)*, Nimbleness naught, Perception 8 (+1)*, Strength naught, Vitality 10 (+2), Wits 6 (+0)

    Reactions: Stamina +2, Swiftness +1, Willpower +3*, Wisdom +3

    Defence: 10

    Movement Rate: Naught

    Skills: Intimidate (Fear) +4, Observe (Sense the Living) +8, Observe (Spot) +3, Unarmed Combat (Touch) +4

    Special Abilities: Drain Vitality, Extraordinary Sense (Sense the Living), Holding, Immobility, Incorporeal, Spirit-Light, Lure (the living)

    Size: Medium

    Health: 10

    TN Equivalent: 10

    Unique Special Abilities
    Holding: Living creatures that fall to the Lure of a corpse-candle are held as if by the Holding-Spell. They are paralyzed with fear and dread, and may drown in the stagnant water.

    Spirit-Light: When it detects living prey, a corpse candle generates a soft, eerie glow with the approximate brightness of a candle. The spirit-light is the bases of the corpse candle’s Lure ability; a potential victim that cannot see this light cannot be affected by the Lure.

    Description
    Corpse candles are eerie, glowing orbs that appear to be floating just under the water’s surface in some swamps and marshes. One should take heed not to look too closely, for beneath the lights can be seen the vague faces of rotting corpses from long ago. The light of a corpse candle has a luring affect on those that see them, causing many an unwary traveler to be come lost or drown. Those unfortunate souls lost to a corpse candle become one of the foul creatures and light a candle of their own.

    A corpse candle attacks by luring a living victim into a deep pool and draining its Vitality. Often, victims paralyzed by the corpse candle’s Holding ability drown before the creature can drain them completely.

    History
    Corpse candles have their beginning in the decisive battle of the War of the Last Alliance. The alliance of Elves and Men, led by Elendil and Gil-galad, assailed Morder in an effort to rid Middle-earth of Sauron. The battle was one of the greatest ever before witnessed in the land, and the sounds of war rung long and loud over the dusty plain.

    The open plain upon which the battle was waged was thenceforth known as Dagorlad, the Battle Plain. Thousands of Elves, Men, and Orcs were buried there. Eventually, their graves were inundated and befouled by the waters of a fetid swamp. Now known as the Dead Marshes, this swampland is an eerie expanse of stinking fens, stagnant water, and rushes. Nothing pure lives there, only snakes and worms and fouler things. The spirits of those that fell in the battle linger still as corpse candles.

    Habitat
    Corpse candles exist only in swamps that were places of great strife and death. They lurk under the water’s surface, waiting for living creatures to pass by. When they find prey, they rise to the surface in a jealous attempt to snuff out its life and breath.

    Society
    Corpse candles have no real society, and they only congregate together because they were buried together. Depending on the size of the battle that cause their death, there may be dozens, hundreds, or eve thousands of them in a single marsh.

    Usage
    An assault by corpse candles lends an eerie touch to a journey through marshlands. Since the formation of these mournful undead creatures depends on great strife, the history of the swamp in which they dwell can play a role in your chronicle. A TN 10 Lore: Realm (appropriate region) test provides some insight into the history of the place, and might even attach some ancient names to some more powerful corpse candles.
    Last edited by Camdin; 09-15-2003 at 01:00 PM.

  7. #7
    Join Date
    Sep 2003
    Location
    Orlando, Florida
    Posts
    2
    Stone-giants
    --------------
    ...across the valley the stone-giants were out, and were hurling rocks at one another for a game..." –The Hobbit
    --------------
    Attributes: Bearing 6 (+0), Nimbleness 6 (+0), Perception 3 (-1), Strength 22* (+8), Vitality 26* (+10), Wits 3 (-1)

    Reactions: Stamina +10*, Swiftness -1, Willpower +0, Wisdom+0

    Defence: 10

    Movement Rate: 96

    Skills: Armed Combat: Natural Weapons (Fists) (+6), Climb +4, Games (Wrestling) +3, Intimidate (Fear) (+4), Language: Giantish +5, Language: Westron +3, Ranged Combat: Thrown Objects (Boulders) +4, Stealth (Hide) +8, Survival (Mountains) +12

    Edges: Doughty, Hardy, Incorruptible, Indomitable

    Flaws: Dull-eared, Dull-eyed, Slow Recovery

    Spells: Sundering (by touch) may be cast as an ability.

    Special Abilities: Armour (16), Camouflage, Invulnerable (Lightning), Mighty Charge, Natural Weapons (stony fists 3d6), Rockslide, Trample (5d6)

    Size: Gigantic (9 Wound Levels, 5 Healthy)

    Health: 34

    TN Equivalent: 15

    Unique Special Abilities
    Rockslide – Stone-giants have the ability to call down avalanches or rockslides in appropriate areas by exerting their will. All caught in the area of the rockslide are effected as if they were Trampled by the stone-giant itself.

    Description
    Stone-giants are enormous vaguely man-shaped beings of living stone, nearly 100 feet tall, who exist as the protectors and guardians of the mountains of Middle Earth. Their appearance varies with the many types of stone of which mountains are made. When immobile, they are for all practical purposes indistinguishable from a mountainside, and many have grass and other plants growing into the substance of their bodies.

    History
    In the early ages of the world, the Elves awoke the Stone-giants, and then promptly lost interest in them. Stone-giants have had slight impact on the history of Middle Earth, having little curiosity or understanding of the world outside their mountains. Their minds operate with glacial slowness, though they delight in the sudden violence of thunder and lightning. They spend much of their time in a deep slumber, awakening and interacting with others rarely.


    Habitat
    Stone-giants are mostly found in the Misty Mountains, though some may live in any of the various mountain ranges in other areas. On extremely rare occasions, stone-giants may travel quite a distance from their mountain homes for reasons known only to them, and one strayed as far as the Shire on at least one occasion.

    Usage
    Stone-giants are considered to be the protectors of the mountains, much the way that Ents protect their forest homes; however, what this means is unclear. The impervious nature of mountains make it difficult to provoke a stone-giant, but if roused they can attack with the force and suddenness of an avalanche. Their motivations are difficult to predict: they have been known to attack both Orcs and Dwarves who delve chambers beneath the earth, though on other occasions they have ignored or even helped them in their digging. It is wise to approach a stone-giant with extreme caution and politeness, though the best strategy seems to be to avoid them altogether whenever possible.

    Their chief danger lies more in their carelessness than in any inherent evil; they simply do not perceive smaller beings and thus are likely to trample people underfoot without realizing what they are doing. Like a stone rolling down a mountainside, they tend to travel in straight lines, ignoring whatever is in their path, and this has led to many tragedies over the years.

    Once their attention is gained, it is possible to converse with stone-giants, though the conversation may prove dull. However, they are often friendly if treated with respect, though their memories are poor and it may be difficult to keep them on-task.

  8. #8
    Join Date
    Jan 2002
    Location
    Soviet Canuckistan
    Posts
    3,804
    Great stuff gang!

    This should be a sticky

  9. #9

    Great Eagles

    In all the books thus far released, the only eagles we have are Gwahir himself (FotR Sourcebook) and normal birds of prey (FBaWM). The 'average Great Eagle' has not yet been provided. Hopefully, this description is up to the task.


    Great Eagle
    --------------------
    “Behind them in long swift lines came all their vassals from the northern mountains, speeding on a gathering wind. Straight down upon the Nazgûl they bore, stooping suddenly out of the high airs, and the rush of their wide wings as they passed over was like a gale.”
    —The Return of the King

    --------------------

    Attributes: Bearing 7 (±0)*, Nimbleness 11 (+2), Perception 12 (+3)*, Strength 8 (+1), Vitality 8 (+1), Wits 6 (±0)

    Reactions: Stamina +1, Swiftness +3*, Willpower ±0, Wisdom +3

    Defence: 12

    Movement Rate: 6

    Skills: Armed Combat: Natural Weapons (Beak, Talons) +5, Language: Sindarin +2, Language: Westron +3, Lore: Eagle-Lore +6, Observe (Spot) +12, Survival (Mountains) +6

    Special Abilities: Flight (12 yards), Natural Weapons (talons, 1d6), Natural Weapon (beak, 1d6)

    Size: Medium (5 Wound levels, 1 Healthy)

    Health: 9

    TN Equivalent: 5

    Description
    The Great Eagles of the Misty Mountains are majestic birds with wise eyes, powerful voices, and mighty wings. They resemble normal eagles, except for their size, and are capable of speech. A Great Eagles is strong enough to carry off a sheep, and can bear aloft in its talons any creature of up to Medium size. Larger Great Eagles, such as Gwahir and Landroval, are large enough to carry Medium sized creatures on their very backs.

    History
    The history of the Great Eagles begins with Thorondor, far back in the misty past of the Age of the Trees long before even the First Age began. It is said that the Great Eagles are the servants and messengers of Manwë, and during the First Age at least this was certainly the case. Eagles were sent to watch the passage of the Noldor when they set out for Middle-earth. More recently they were responsible for the rescue of Gandalf and Thorin’s Company from the goblins that pursued them from Goblin-Town. The Great Eagles were present at the Battle of Five Armies, and rescued Frodo Baggins and Samwise Gamgee from the erupting slopes of Mount Doom at the end of the Third Age.

    The most famous and noble of the Great Eagles of the late Third Age is Gwahir, the Windlord. His history can be found in the Fellowship of the Ring Sourcebook.

    Habitat
    The Great Eagles dwell in inaccessible aeries in the Misty Mountains, but they range far and wide over Eriador and the Wilderlands to the east. After the Battle of Five Armies, some Great Eagles remained in the area around Dale and Erebor.

    Society
    Gwahir’s throne is located in an aerie in the Misty Mountains called The Shelf, and all Great Eagles and other birds that revere him can be found nested thereabout. The Great Eagles congregate in family groups.

    Usage
    (Taken from the description of Gwahir, in the Fellowship of the Ring Sourcebook).
    If the heroes find themselves in a bind while outdoors and fighting against orcs or worse, any Great Eagle in the area would probably fly to their aid. Most of the time, there is really only a chance of this when the heroes are on the east side of the Misty Mountains, but it could theoretically happen further away as well.
    [The] Great Eagles may help others, but they do no expect to have to rescue foolish people regularly and should never be relied upon to do so. When they do lend a talon, they often to so brusquely, unconcerned with the niceties of the situation, unless one of the heroes happens to be versed in their ways.

  10. #10
    Join Date
    Nov 2002
    Location
    Cedar Rapids, IA
    Posts
    541

    Lithrog

    <b>Lithrog</b>


    <b>Attributes:</b> Bearing 9 (+1), Nimbleness 12 (+3)*, Perception 8 (+1), Strength 14 (+4)*, Vitality 14 (+4), Wits 10 (+2)
    <b>Reactions:</b> Stamina +4, Swiftness +2, Willpower +2*, Wisdom +2
    <b>Defense:</b> 13
    <b>Movement:</b> 24
    <b>Skills:</b> Armed Combat: Blades (Ash Daggers) +8, Intimidate (Power, Torture) +8, Observe (Spot, Sense Power) +6, Ranged Combat: Thrown (Ash Daggers) +8, Run +7, Stealth (Hide) +8, Survival (Plains) +6, Track (Scent) +6
    <b>Spells:</b> Bladeshattering, Evoke Fear, Holding-spell, Misdirection, Sense Power, Spellbinding, Veiling Shadow, Wind-mastery (all may cast as abilities)
    <b>Edges:</b> Ambidexterity 2, Quick-draw, Two-Weapon Fighting, Weapon Specialty (Ash Daggers)
    <b>Flaws:</b> Battle-fury 3, Hatred (Men, Elves)
    <b>Special Abilities:</b> Armour (4), Cloaked in Ash, Ash Daggers, Invisible (Sight), Resistance (Physical damage), Spellcasting, Vulnerability (Visible in Sunlight)
    <b>Size:</b> Huge (6 Wound Levels, 2 Healthy)
    <b>Health:</b> 18
    <b>Courage:</b> 5
    <b>Renown:</b> 0
    <b>TN Equivalent:</b> 20

    <b>Unique Special Abilities</b>
    <u>Cloaked in Ash</u> - <i>Swirling winds with ash, sand, and pumice surround the Lithrog like a small tornado upon its command. All non-magical lights are extinguished within 20 ft of the Lithrog. Anyone caught inside the radius of hurtling ash and bits of stone suffer a -5 penalty to physical tests and 1d6 damage per round. All ranged attacks, except from magic, suffer a +6 TN to hit from the winds and cover.</i>

    <u>Daggers of Ash</u> - <i>The Lithrog can pull daggers of hardened ash, sand, and pumice right from the ground or from the ash cloak, but is limited to two daggers per round. They are Troll-sized daggers and deal 2d6 + Strength modifier damage on a successful strike. Once the Lithrog loses a dagger (by dropping it or is spent in a ranged attack action), it dissolves back into its powdery components.</i>

    <u>Vulnerability (Visible in Sunlight)</u> - <i>In direct sunlight, a shadowy outline of the Lithrog's form can be seen with a TN 12 Observe (Spot) test.</i>

    <b>Description</b>
    A Lithrog (Sindarin for "Demon of Ash") is a great greyish-black creature with wings (when they are able to be seen); otherwise they're invisible but for their cloaks of ash and dust.

    <b>History</b>
    Lesser than Balrogs, the Lithrogs were demons of ash and rock in the deep bowels of Thangorodrim used as task masters for slaves fueling the pits and fires of Morgoth's great war-machine. Although many were destroyed in the fall of Ancalagon, survivors fled to the mountains and especially into Mordor where Orodruin and the ashen plain of Gorgoroth was located. It was here that they found by Sauron and fell into his service performing the same duties they once held.

    Upon the overthrow of Sauron and fall of Barad-dur, they were finally free to do their own bidding. Some lead groups of evil creatures and undead from the ruins of Barad-dur or hunt alone in Mordor and terrorize the lands of Men and Elves.

    <b>Habitat</b>
    Lithrogs like the deserts, mountains, plains, but prefer volcanoes. None build strongholds for they live a nomadic existance, not liking to stay in one place for too long.

    <b>Society</b>
    Being solitary creatures mostly, they will combine forces with one another if the cause is great enough. They derive emense pleasure from inflicting wanton destruction and misery upon Men and Elves; torture is their specialty which they inflict with their torents of ash, dust, and rock.

    <b>Usage</b>
    Lithrogs are great adversaries for heroes who travel within Mordor or any lands with mountains and volcanoes, deserts, and plains like Dagorlad, Nurn, Khand, and Rhun. Not as tough as Balrogs, they still make deadly use of their talents and of the lands they inhabit.

  11. #11
    Join Date
    Nov 2002
    Location
    Cedar Rapids, IA
    Posts
    541

    Ash Wraith

    <b>Ash Wraith</b>


    <b>Attributes:</b> Bearing 8 (+1), Nimbleness 10 (+2)*, Perception 12 (+3), Strength 9 (+1), Vitality 8 (+1), Wits 10 (+2)*
    <b>Reactions:</b> Stamina +1, Swiftness +3, Willpower +2*, Wisdom +3
    <b>Defense:</b> 12
    <b>Movement:</b> 6
    <b>Skills:</b> Armed Combat +6, Intimidate (Fear) +9, Observe (Spot, Sense Power) +6, Ranged Combat +4, Stealth (Hide, Sneak) +8, Siegecraft (Defense) +4
    <b>Spells:</b> Bladeshattering, Evoke Fear, Spellbinding, Wind-mastery (all may cast as abilities)
    <b>Flaws:</b> Battle-fury 2, Hatred (Men, Elves)
    <b>Special Abilities:</b> Ash Shield, Incorporeal, Spellcasting, Stinging Blades, Undead Stamina, Vulnerability (Sunlight; Magic)
    <b>Size:</b> Medium (5 Wound Levels, 1 Healthy)
    <b>Health:</b> 9
    <b>Courage:</b> 3
    <b>Renown:</b> 0
    <b>TN Equivalent:</b> 10

    <b>Unique Special Abilities</b>
    <u>Ash Shield</u> - Ash wraiths carry the equivalent of a large shield and function with the same abilities as normal shields. They are formed as a small wall of blowing ash.

    <u>Stinging Blades</u> - Swords, spears, other bladed weapons, and arrows formed from ash and dust in the area of the wraith. These weapons deal the same damage as their
    normal counterparts plus 1 Vitality point per successful attack. Up to two items (sword, bow, arrow, etc.) may be formed per round. If the wraith loses the weapon (drops, expended from a ranged attack action, etc.), it dissolves back into its powdery components.

    <u>Vulnerability (Sunlight)</u> - In direct sunlight, the wraith is diminished in power and stature. They suffer a -4 penalty to all tests.

    <u>Vulnerability (Magic)</u> - Any spells or magical effects that would cause harm or damage affect the Ash Wraith normally. This includes physical attacks by weapons with Bane spells against the Wraith's species when it was living.

    <b>Description</b>
    An Ash Wraith is ghost whose barely substantial form is composed the ash and dust of
    Barad-dur.

    <b>History</b>
    Upon the overthrow of Sauron and fall of Barad-dur, the inherent evil surrounding the whole of Gorogoroth encouraged these evil spirits to rise from the remains of the orcs, Men, and other servants of the Dark Lord. Some have been pressed into service to some of the more powerful Lithrogs, while the others remain ever vigilant at the posts they held before their death.

    <b>Habitat</b>
    Ash wraiths remain in Gorgoroth and Udun and most are in the vicinity of either the ruins of Barad-dur or the Morannon.

    <b>Society</b>
    Their sole existance is to protect Barad-dur and to harry any of the Free Peoples who dare enter the lands of Mordor.

    <b>Usage</b>
    Bearing malevolent wrath towards any who come to Mordor, they make great adversaries for any who venture forth into the accursed land, especially those intending to loot the ruins of Barad-dur.

  12. #12
    Join Date
    Nov 2002
    Location
    Cedar Rapids, IA
    Posts
    541
    <bump!>
    Can't let this resource fall off the end of the list.

  13. #13
    Join Date
    Nov 2002
    Location
    Cedar Rapids, IA
    Posts
    541
    <b>Bog-wight</b>


    <b>Attributes:</b> Bearing 13 (+3)*, Nimbleness 7 (+0), Perception 10 (+2), Strength 13 (+3)*, Vitality 10 (+2), Wits 9 (+1)
    <b>Reactions:</b> Stamina +5, Swiftness +3, Willpower +5*, Wisdom +2
    <b>Defense:</b> 10
    <b>Movement:</b> 12
    <b>Skills:</b> Armed Combat: Clubs (Mace of Swamp-wood) +6, Intimidate (Fear) +6, Language: Understand Westron +3, Language: Black Speech +6, Observe (Spot) +6, Siegecraft (Defense) +4, Stealth (Hide) +8, Unarmed Combat: Brawling (Grab) +6
    <b>Spells:</b> Bladeshattering, Darkness, Evoke Fear, Holding-spell, Power of the Land, Shadow of Fear, Spellbinding, Veiling Shadow (all may cast as abilities)
    <b>Special Abilities:</b> Burning Grasp, Camouflage, Mace of Swamp-wood, Undead Stamina
    <b>Size:</b> Medium (5 Wound Levels, 1 Healthy)
    <b>Health:</b> 13
    <b>Courage:</b> 5
    <b>Renown:</b> 0
    <b>TN Equivalent:</b> 15

    <b>Unique Special Abilities</b>
    <u>Burning Grasp</u> - <i>While the barrow-wight uses death to freeze its victims, the bog wight uses the essence of the marshland it inhabits to sear and mame its victims. With the merest touch, the bog-wight's burning grasp causes its victim to lose 2 points of any 2 of these attributes: Strength or Nimbleness. If either reaches 0, the victim is paralyzed. If the victim is paralyzed, she will remain in this state for 2d6x10 minutes. The victim regains 1 attribute point for every 10 minutes or regains all fully if a Healing-spell is cast upon her.</i>

    <u>Darkness</u> - <i>This spell-ability nullifies the Create Light spell or shrowds an area with a radius of 5 feet per point of Bearing in an inky black darkness. Light due to natural fires, such as torches, are reduced to an area of effect of 5 feet in diameter. This spell has no effect while the sun is up. Full darkness/blindness penalties apply to all in the darkness and nullifies the effects of the Night-Eyed
    edge.</i>

    <u>Mace of Swamp-wood</u> - <i>It like nothing more than a large stick out of the swamp, covered in slime, marsh reeds, etc., but in the hands of the bog-wight, it is a formidable weapon. On a superior success or greater, the mace can cause the wight's opponent both damage and to become stunned (Stamina TN = mace damage). The Mace of Swamp-wood deals 2d6+2 damage and has a +1 parry bonus vs. other club-like weapons. If picked up by anyone else, the Mace of Swamp-wood loses its powers and is nothing more than a stick of wood.</i>

    <b>Description</b>
    A bog-wight is a creature of mounding marsh slime and mud with cold off-white eyes.

    <b>History</b>
    When the Witch-king overran Minas Ithil and sacked the city, he made the whole of the land into a place most inhospitable. Sending similar evil spirits as the barrow-wights into the bogs and marshlands now pervading the valley, the dark and sinister bog-wights made them their home. Charged with defending the tower of attack, they waylay and destroy all but those under the favour of the Dark Lord.

    <b>Habitat</b>
    Bog-wights lurk among swamps, marshes, and bogs of the Morgul Vale. It is further conceivable that they have also been sent into or moved themselves into others throughout the rest of Middle Earth. Few to no animals live in or near the haunts of a bog-wight.

    <b>Society</b>
    They are found solitary or in groups performing their evil deeds on their own or commanding lesser creatures to do their bidding.

    <b>Usage</b>
    Bog-wights bitterly defend Minas Morgul and terrorize inhabitants who live near their habitats.

  14. #14
    Join Date
    Nov 2002
    Location
    Cedar Rapids, IA
    Posts
    541
    <b>Marsh Ghouls</b>


    <b>Attributes:</b> Bearing 10 (+2), Nimbleness 8 (+1)*, Perception 6 (+0), Strength 9 (+1)*, Vitality 8 (+1), Wits 7 (+0)
    <b>Reactions:</b> Stamina +3*, Swiftness +3, Willpower +2, Wisdom +2
    <b>Defense:</b> 11
    <b>Movement:</b> 6
    <b>Skills:</b> Armed Combat: Blades (Blade of the Bog) +5, Intimidate (Fear) +4, Language: Understand Westron +3, Language: Understand Black Speech +3, Observe (Spot) +4, Ranged Combat: Bows (Bog Bow) +5, Stealth (Hide) +6
    <b>Edges:</b> Accurate (Short Bow) or Weapon Mastery (choose)
    <b>Special Abilities:</b> Camouflage, Marsh Weapons, Swamp Armour, Undead Stamina
    <b>Size:</b> Medium (5 Wound Levels, 1 Healthy)
    <b>Health:</b> 9
    <b>Courage:</b> 2
    <b>Renown:</b> 0
    <b>TN Equivalent:</b> 10


    <b>Unique Special Abilities</b>
    <u>Marsh Weapons</u> -
    Blade of the Bog: Scimitar, 2d6+4/+1, poisoned (see below)
    Bog Bow: Short Bow, 5/20/45/90/+20, arrows poisoned

    <i>If the ghoul is disarmed, taking a full round, it may rearm itself by reaching into the swamp and pulling out a new weapon. The disarmed weapon dissolves back into swamp muck. Arrows, made of rotting wood, are very brittle and break after they are spent.</i>

    <u>Blood of the Marsh (Poison)</u> - <i>This black ooze is the concentrated poisons and evil of the swamps inhabited by these creatures. Its effects sap the energy of the person and begin to decompose her body.</i>
    Type: Injury
    Onset: 1 minute
    Potency: +7 (TN 12)
    Treatment: +10 (TN 15)
    Effect: 1d6 Vitality, 2 Bearing (Primary); 1 Vitality, 1 Bearing (Secondary)
    Stages: Every minute until neutralized or if both person's Vitality and Bearing reach 0, her body dissolves into swamp muck. Once this happens, roll 2d6 on the table below.

    <b>Effects After Decomposition:</b>
    2: Nothing
    3: Re-animates as marsh ghoul in 1d6 rounds
    4: Re-animates as marsh ghoul in 1d6 minutes
    5: Re-animates as marsh ghoul in 1d6 hours
    6: Re-animates as marsh ghoul in 2d6 hours
    7: Re-animates as marsh ghoul in 1d6 days
    8: Re-animates as marsh ghoul in 2d6 hours
    9: Re-animates as marsh ghoul in 1d6 hours
    10: Re-animates as marsh ghoul in 1d6 minutes
    11: Re-animates as marsh ghoul in 1d6 rounds
    12: Nothing

    <u>Swamp Armour</u> - <i>Marsh ghouls wear scavenged armour from the fallen around their habitat. Regardless of the type, it has an AR of 5.</i>

    <b>Description</b>
    The marsh ghoul is a hideous rotting fiend whose spirit inhabits the rotting corpse of a mortal who has fallen in the evil and fetid swamp. After enough damage has been dealt to the marsh ghoul, it shudders and bursts asunder, collapsing back to the ground as bog slime.

    <b>History</b>
    As long as there has been war, marsh ghouls have existed in the world. They harry the living out of hate and for a need to increase their numbers. The Dead Marshes between the Morannon and Emyn Muil is where an abundance of these foul monstrosities can be found.

    <b>Habitat</b>
    Marsh ghouls are the putrid bi-products of being in a swamp near a site of intense evil or where a great battle occurred.

    <b>Society</b>
    They have no society other than the need to kill the living so there may be more of them.

    <b>Usage</b>
    The Marsh Ghoul's single-minded purpose and ease of control by bog-wights make them great physical adversaries against a party who happens to travel in the Dead Marshes or any of the other swamp, bog, or marshland of Middle Earth.

  15. #15
    Join Date
    Apr 2003
    Location
    Seattle
    Posts
    207

    Thumbs up Please make this a sticky!

    Please make this a sticky!
    The man who does not read good books has no advantage over the man who can't read them. -- Mark Twain

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •