Converting LOTR to d20 (or d20 to the coda system)
I have been working on converting decipher's LOTR game to the d20 system, and thought I'd share my conversions and conversion notes (which can be used to convert D&D and other d20 material to the coda system just as easily.) Hopefully some of you guys will find this useful.
CONVERSION NOTES
Attributes/Ability Scores: Each Codex ability corresponds with an equivalent d20 ability. Ability equivalencies are as follows:
Bearing = Charisma
Nimbleness = Dexterity
Perception = Wisdom
Strength = Strength
Vitality = Constitution
Wits = Intelligence.
To convert the scores themselves refer to the table below: (Note that strength follows a slightly different scale)
[This table was generated by adding 2 to the codex attribute score (which range from 2-12) to obtain the apropriate Alternity ability score (which range from 4-14) then applying the table in the back of the Alternity Game Master's Guide to convert the Alternity ability score to the D&D d20 ability score. The different calibration for strength comes from the changes to the strength scale between 2nd and 3rd edition D&D as covered in the official D&D 3E conversion manual.]
HIT DICE/HEALTH CALCULATIONS:
D20 hit dice are calculated from codex health ratings using this equation: HD = 0.3615e^(0.1548x) where "x" is the codex health score. Round this number up. Converting in the other direction is easy because the codex health sore is derived from the creature's Vitality score plus their strength modifier. EXCEPTION: Creatures with d20 levels/codex advancements are treated differently. Their character level is calculated as follows: d20 level = 1+(codex advancements/3)
RACE CONVERSION: The racial statistics for Noldor, Sindar, Silvan elves, Dwarves, Hobbits, and the Men of Middle Earth are different from their d20 counterparts. I have posted character-creation statistics for these races on page 2 of this thread.
ORDER/CLASS CONVERSION: D20 character classes are similar to codex orders. Class/Order equivalency is as follows:
Barbarian = Barbarian
Craftsman = Expert
Loremaster = Wizard (w altered spell list)
Magician = Wizard (w altered spell list)
Mariner = Rogue
Minstrel = Bard
Noble = Aristocrat
Rogue = Rogue
Warrior = Fighter
Advanced Orders/Prestige Classes
Archer = Ranger w ranged weapon progression & d10 HD treated as a prestige class.
Captain = A war-leader prestige class from whatever mass combat system you are using or from the miniatures handbook.
Knight = Fighter, Paladin, or a Knightly Order prestige class
Ranger = Ranger w d10 hit dice, and treated as a prestige class.
Spy = Rogue or Asassin
Wizard = Wizard (w altered spell list and a wizard's staff as a class feature)
NOTE: There are no clerics or monks in Middle Earth.
ARMOR Armor ratings, while they mean different things in each system, are about the same in numerical value. For example chainmail is 5 points of armor in both systems, though in Codex it reduces damage, and in d20 it reduced the probability of getting hit. D20 armor class is derived from natural and worn armor plus adjustments from size and dexterity and such. Codex deffence scores are likewise derived from a characters atributes.
SPELLS: Most spells in LOTR have a close D&D equivalent that can be substituted. There is a list of close matches for spells in both systems at the bottom of this post.
SKILLS: Most LOTR skills have a close equivalent in the d20 system, though some skills become feats such as Run or Track. Recalculate skill points using the new system and try to preserve the skill proportions (ie which skills they are better at than others) the same as you asign skill points.
EDGES/FEATS: Codex edges are fairly similar to d20 feats, and often one can be exchanged for the other.
FLAWS: Because the d20 system does not incorporate flaws, codex flaws become special abilities, as do any edges that had no close counterpart in d20.
TEST DIFFICULTIES/ DCs Many DCs such as spell saves and Monster special abilities will have to be recalculated from scratch, but for the difficulty levels that have no specific system for convert them as follows: multiply the LOTR test difficulty by 1.5 to get the d20 DC
Well thats the basics, the rest is mostly judgement calls.
SPELLS Here are the spell equivalencies I have been able to work out. Some work better than others. I made the best matches i could using only the core rules of both systems.
Animal messenger = Animal messenger as an arcane spell (2)
Bane Spell = Magic weapon (2) and/or Greater Magic weapon (3)
Beast Speech = speak with animals
Beast summoning = summon natures ally (
Blade preservation = ?
Bladeshattering = Shatter (2)
Blast of sorcery = Horrid Wilting (8)
Blinding flash = flare? (0)
Break binding = Break Enchantment as an arcane spell (4) or Dispel Magic (3)
Burning sparks = pyrotecnics
Calling = Rary’s Telepathic bond
Change hue = change self (1)
Command = Charm person (1) or Suggestion (3) or Dominate Person (5)
Crafting spell = minor creation?
Create Light = light (0)
Display of Power = Emotion
Dumbness = silence?
Enhance food = purify food and water
Enslave Beast = Charm monster
Evoke awe = cause fear
Evoke Fear = fear or scare
Exclusion = Forbiddance as an arcane spell (6)
Farseeing = Clairaudience/Clarivoyance (3) or Scrying (4th)
Far speaking = message, or wispering wind
Fiery missile = fire seeds as an arcane spell (6)
Finding and returning = Freedom of Movement as an arcane spell (4)
Fireshaping = pyrotecnics (2)
Flame of anor = Holy Smite as an arcane spell (4)
Fog Raising = Fog Cloud (2)
Fog Weaving = silent image
Forgetfulness = Modify memory (4)
Guarding Spell = mage Armor
Healing spell = cure light wounds (1) or cure moderate wounds (2) or cure serious wounds (3) or cure critical wounds (4) or Heal (6)
Holding Spell = Hold person (3) or Binding (8)
Imitation-Spell = Shadow evocation (5)
Ithilden fire = new spell
Kindle fire = produce flame as an arcane spell (2)
Lightning = lightning bolt (3)
Mastery of shapes = Polymorph self (4)
Mind speech = Rary’s telepathic bond (5)
Misdirection =
Mist of Speed = Expedious Retreat
Naming = Animal friendship
Opening spell = Knock
Quench fire = Quench as an arcane spell (4)
Power of the land =
Rain Ward = Control Weather as an arcane spell (7)
Reading the heart = Detect thoughts (2)
Resist fear = Resistance
Ruin = enhances seige engines
Scribe Moon Letters = Illusitory script
Sense Power = Detect magic
Shadow of fear =Scare (2) or Fear (3)
Shadows and phantoms = Minor image (2) or Major image (3)
Shatter = Shatter (2)
Shutting Spell = wizard lock
Slumber = Sleep (2)
Smoke Weaving = silent image (1)
Spellbinding = hold person (3)
Spoken thoughts = Comprehend languages (1)
Springtime = Control weather (7)
Sundering = Shatter
Transformation = Polymorph other
Veil = nondetection
Veiling shadow = Darkness or deeper darkness
Victory spell =
Voice of command = command as an arcane spell (1) or suggestion (3)
Voice of Suasion = suggestion (3)
Water shaping = Control water as an arcane spell (4)
Wind Mastery = Control wind (5)
Wizard guise = change self
Wizard hand = mage hand (0), or Telekinesis (5)
Word of command = replace with metamagic feats
Orc Medium Humanoid (War 1) Hit Dice: 1d8+2 (6 hp) Initiative: +0 Speed: 30 ft. (6 squares) AC: 16 (+1 natural, +5 chainmail) touch 10, flat-footed 16 Base Attack/Grapple: +1/+3 Attack: Scimatar +3 melee (1d8+2) or Shortbow +1 ranged (1d6) Full Attack: Scimatar +3 melee (1d8+2) or Shortbow +1 ranged (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: light sensitivity, Scent, Low light vision, craven, Hatred of dwarves and elves Saves: Fort +4, Ref +0, Will +1 Abilities: Str 14, Dex 11, Con 14, Int 8, Wis 13, Cha 9 Skills: 4pts, Intimidate +0, Listen +3, Spot +3, Ride +1, Move Silently +1, Survival +2 Feats: Alertness, Run, Track Environment: Any Land or Underground Organization: Gang (2-4), squad (11-20 plus 2 3rd-level -sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, _5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually Chaotic Evil Advancement: By character class
Orcs speak Black speech, Common and Orkish.
Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. Craven: Orcs are cowardly and flee when outnumbered. They can also be scared off with an intimidation roll (DC 15+1 per orc you are outnumbered by). Hatred of dwarves and elves: Orcs hate Dwarves and elves often attacking them on sight. They get -10 to their diplomacy skill checks when dealing with these races. Bonus feats: Run, Track Favored Class: Fighter
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Uruk
Medium Humanoid (orc)
Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (dex)
Speed: 30 ft. (6 squares) (20ft w armor)
AC: 18 (+1 natural, +7 half plate) touch 10 (12 w/o armor), flat-footed 18
Base Attack/Grapple: +2/+5
Attack: Longsword +5 melee (1d8+3), or greatsword +5 melee (2d6+4), or longbow +4 ranged (1d8)
Full Attack: Longsword +5 melee (1d8+3), or greatsword +5 melee (2d6+4), or longbow +4 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Scent, low light vision, Fealty, Hatred of Dwarves and Elves.
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 16, Dex 14, Con 16, Int 11, Wis 13, Cha 12
Skills: 12pts, Listen +5, Intimidate +3, Spot +5, Seigecraft +4, Stealth +3, Wilderness Lore +2
Feats: Alertness, Track, Run, Power attack
Environment: Any land and underground
Organization: Solitary, pair, gang (2-4), squad (11-20 plus 2 3rd level sergeants and 1 leader of 3rd-6th level) or band (20-80 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Advancement: __
Uruks speak Black speech, Common and Orkish.
Hatred of dwarves and elves: Uruks hate Dwarves and elves often attacking them on sight. They get -10 to their diplomacy skill checks when dealing with these races.
Fealty: All Uruks have sworn fealty to their master whomever that master may be. If an Uruk breaks this oath of fealty they then suffera -10 on all social interaction related skill checks with anyone who knows of their betrayal until they find a way to repair their fault.
Favored Class: Fighter
Bonus Feat: Run and Track. Uruks Track by smell.
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Orc, Half Orc
Medium Humanoid (orc war 1)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 (6 squares)
AC: 15 (+5 chainmail) touch 15, flat-footed 10
Base Attack/Grapple: +1/+2
Attack: Scimitar +2 melee (1d8+1) or shortbow +1 ranged (1d6)
Full Attack: Scimitar +2 melee (1d8+1) or shortbow +1 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Furtive, Low light vision, Fealty
Saves: Fort +3, Ref +0, Will +1
Abilities: Str 13, Dex 11, Con 13, Int 9, Wis 13, Cha 11
Skills: 4pts, disguise +1, Listen +3, Spot +3, Search +2, Move Silently +1, Survival +2
Feats: Alertness, Run
Environment: Any land or underground
Organization: _
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class
Level Advancement: __
Furtive: Half orcs get a +1 racial bonus to Hide, move silently and similar stealth skills.
Fealty: All half-orcs have sworn fealty to their master whomever that master may be. If an Uruk breaks this oath of fealty they then suffera -10 on all social interaction related skill checks with anyone who knows of their betrayal until they find a way to repair their fault.
Bonus feat: Run
Favored class: Rogue
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Dunlending
Medium Humanoid (Middle Man War 1)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (dex)
Speed: 30 (6 squares)
AC: 14 (+1 dex, +3 hide armor) touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Spear + 2 melee or shortbow +2 ranged.
Full Attack: Spear + 2 melee or shortbow +2 ranged.
Space/Reach: 5 ft./5 ft.
Special Attacks: _
Special Qualities: Warrior’s Heart
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 13, Dex 12, Con 14, Int 9, Wis 11, Cha 10
Skills: 4+4pts, Listen+2, Spot+2, Climb +1, Craft (any one) -0, Healing +1, Inspire, Intimidate +1, Jump +2, Ride +3, Survival +1
Feats: Alertness, Run
Environment: Any land
Organization: _
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class
Level Advancement: __
Dunlendings speak Dunlendish, and Westron (Common).
Warrior’s Heart: Dunlendings get +4 to fort saves to resist tiredness or weariness including as a result from raging.
Skills: As humans dunlendings receive 4 extra skill points.
Bonus feat: As humans, Dunlendings get a bonus feat.
Favored Class: Barbarian
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Gollum
Small humanoid (hobbit Rog 3, evil)
Hit Dice: 3d6+9 (22 hp)
Initiative: +3 (dex)
Speed: 30ft (6 squares)
AC: 14 (+3 dex, +1 size) touch 14, flat-footed 11
Base Attack/Grapple: +2/+3
Attack: bite +5 melee (1d3+2)
Full Attack: 2 claws +4 melee (1d3+1), Bite +5 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Malicious strength, Throttling, Backstab
Special Qualities: Cunning, low light vision
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 15, Dex 16, Con 16, Int 12, Wis 13, Cha 8
Skills: Balance +7, Climb +10, Hide +13, Jump +8, Listen +9, Move silently +11, Search +7, Spot +6, Swim +6, Survival +6
Feats: Track, Run
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 5
Treasure: Standard
Alignment: Chaotic evil
Advancement: as rogue
Level Advancement: __
Gollum speaks Westron (Common)
Malicious strength: Gollum has +4 strength for evil purposes.
Throttling: If Gollum can attack an enemy by surprise, he gets +2 to strength (in addition to the bonuses he gets from malicious strength) for all grappling purposes.
Cunning: Gollum has +4 intelligence for purposes of devising cruel and malicious traps, tricks, and ambushes.
Corrupted One Template
Description: Corrupted ones are beings that have been permanently tainted by one of the rings of power
Type: gains evil subtype
Hit Dice: as base creature
Speed: as base creature
AC: as base creature
Attacks: gains claw and bite attacks appropriate for the size of the base creature. If base creature already has claw or bite attacks use whichever does the most damage.
Damage: Claw and bite damage is as follows: Diminutive: 1pt, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, colossal: 2d8
Special Attacks:
Special Qualities:
Saves: as base creature
Abilities: Str +4, Dex +4, Con +4, Int +2, Wis -2, Cha -2
Skills: as base creature
Feats: as base creature
Climate/Terrain: becomws underground
Organization: as base creature
Challenge Rating: +2
Treasure: as base creature
Alignment: becomes evil
Advancement: as base creature
Malicious strength: Base creature has +4 strength for evil purposes.
Throttling: If base creature can attack an enemy by surprise, he gets +2 to strength (in addition to the bonuses he gets from malicious strength) for all grappling purposes.
Cunning: Base creature has +4 intelligence for purposes of devising cruel and malicious traps, tricks, and ambushes.
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Grima Wormtongue
Medium Humanoid (middle man Rog3)
Hit Dice: 3d6-3 (7 hp)
Initiative: +2 (dex)
Speed: 30ft (6 squares)
AC: 12 (+2 dex) touch 12, flat-footed 10
Base Attack/Grapple: +2/+0
Attack: Longsword +2 melee (1d8-2)
Full Attack: Longsword +2 melee (1d8-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: backstab 2d6
Special Qualities: _
Saves: Fort +0, Ref +5, Will +3
Abilities: Str 7, Dex 14, Con 9, Int 16, Wis 14, Cha 8
Skills: Appraise +2, Bluff +4 Diplomacy +5, Disguise +2, Hide +10, Intimidate +4, Knowledge (History) +3, Knowledge (Nobility) +4, Listen +5, Move Silently +10, Open Lock +5, Perform +3, Pick Pocket +5, Ride +4, Spot +7
Feats: Weapon Finesse (longsword), Stealthy, Persuasive
Environment: Any land
Organization: Unique
Challenge Rating: 3
Treasure: Standard
Alignment: Lawful evil
Advancement: as rogue
Level Advancement: __
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Troll
Large Giant (Troll)
Hit Dice: 6d8+30 (57 hp)
Initiative: -1 (dex)
Speed: 30ft (6 squares)
AC: 14 (-1 dex, -1 size, +6 natural) touch 8, flat-footed 15
Base Attack/Grapple: +4/+15
Attack: Huge greatclub + 12 melee (2d6+10)
Full Attack: Huge greatclub + 12 melee (2d6+10)
Space/Reach: 5 ft./10 ft.
Special Attacks: None
Special Qualities: Low light vision, Hardy, Sunlight vulnerability.
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 24, Dex 8, Con 20, Int 7, Wis 9, Cha 13
Skills: 9pts, Listen +1, Intimidate +4, Spot +1, Survival +1
Feats: Power attack, track, weapon focus (greatclub)
Environment: Any land or underground
Organization: Solitary, pair, gang (2-4), or band (5-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7-11HD (large), 12-18HD (huge)
Level Advancement: __
Trolls speak Black speech and common
Hardy: If bleeding, either from being at negative hp or from a weapon of wounding, the troll can make a fort save each round to stabilize.
Sunlight Vulnerability: Fortitude save (DC 20) each round when in sunlight or be turned to stone.
Ettins: Some trolls have multiple heads (up to 3). These trolls carry two greatclubs and can use one in each hand without penalty due to their multi-headed nature. They also have an extra HD and a +4 racial bonus to spot checks for each aditional head beyond the 1st. Sometimes these heads get into arguments between their heads which prevents them from taking any other action that round. CR+1
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Troll, Olog-Hai
Large Giant (Troll)
Hit Dice:8d8+40 (76 hp)
Initiative: +1 dex
Speed: 30ft (6 squares)
AC: 16 (+1 dex, -1 size, +6 natural) touch 10, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Huge greatclub +13 melee (2d6+10)
Full Attack: Huge greatclub +13/+8 melee (2d6+10)
Space/Reach: 5 ft./10 ft.
Special Attacks: None
Special Qualities: hardy, low light vision.
Saves: Fort +11, Ref +3, Will +2
Abilities: Str 25, Dex 13, Con 25, Int 11, Wis 10, Cha 15
Skills: 22pts, Intimidate +8, Listen +5, Siegecraft +4, Spot +5, Survival +2
Feats: Improved unarmed combat, Power attack, Tracking, Weapon focus: Greatclub
Environment: Any land or Underground
Organization: Solitary, pair, gang (2-4), or band (5-8 )
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: _
Level Advancement: __
Bonus feat: Improved unarmed combat
Hardy: If bleeding, either from being at negative hp or from a weapon of wounding, the troll can make a fort save each round to stabilize.
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Barrow-Wight
Medium Undead
Hit Dice: 4d12+6 (32 hp)
Initiative: +1 (dex)
Speed: 30ft (6 squares)
AC: 16 (+1 dex, +5 natural) touch 11, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Slam +6 melee (1d4+6 +icy touch)
Full Attack: Slam +6 melee (1d4+6 +icy touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: icy touch, spell like abilities.
Special Qualities: Burned by daylight, undead qualities
Saves: Fort +1, Ref +2, Will +6
Abilities: Str 19, Dex 13, Con -, Int 16, Wis 14, Cha 18.
Skills: 48pts, Listen +9, Search +9, Spot +9, Intimidate +13, Sneak +9, Hide +9, Knowledge (History) +5
Feats: Toughness x2
Environment: Any land or underground.
Organization: Solitary, gang (2-5) or pack (6-11)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral evil
Advancement: 5-12 HD (Medium Size)
Level Advancement:
Icy Touch (Su): The touch of a barrow wight is icy cold. Living creatures struck by a barrow wight’s slam attack suffer 1d3 points of ability damage to strength and 1d3 points of ability damage to constitution. This damage also aplies to every round spent in contact with the barrow wight.
Spell like abilities: at will: shatter, light, fear, fog, forget, hold-person, sleep
Burned by daylight: A barrow-wight takes 1d6 points of fire damage for each round it spends in direct sunlight.
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Oliphant
Huge animal
Hit Dice: 10d8+50 (95 hp)
Initiative: -2 dex
Speed: 40ft (8 squares)
AC: 19 (-2 size, -2 dex, +13 natural) touch 6, flat-footed 21
Base Attack/Grapple: +7/+23
Attack: Gore +13 melee (2d8+12)
Full Attack: Slam +13 melee (2d6+8), 2 stomps +9 melee (2d6+4) or gore +13 melee (2d8+12)
Space/Reach: 20 ft./10 ft.
Special Attacks: Trample 2d8+12, Hurled missiles
Special Qualities: Scent
Saves: Fort +12, Ref +1, Will +1
Abilities: Str 26, Dex 6, Con 21, Int 2, Wis 7, Cha 13
Skills: Listen, Spot, Intimidate, Survival
Feats: 4 Power attack,
Environment: any cold or temperate plain
Organization: Solitary (male), family unit (1–8, 25% chance to be accompanied by a calf if 3 or more are encountered, 75% by a half–grown animal)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Neutral
Advancement: 11-30HD (large)
Level Advancement: _
Trample (Ex): An oliphant can trample Medium–size or smaller creatures for 2d8+12 point of damage. Opponents who do not make attacks of opportunity against the oliphant can attempt a Reflex save (DC 22) to halve the damage.
Hurled Missiles (Ex): An oliphant can throw rocks like a giant of the same size. The range increment is 60 feet for an oliphant’s thrown rocks.
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Hell-Hawk (aka Fell Beast)
Large Magical Beast (reptilian)
Hit Dice: 3d10+9 (25 hp)
Initiative: +2 dex
Speed: 20ft. (4 squares), fly 60 ft. (poor)
AC: 18 (+3 dex, -1 size, +6 natural) touch 12, flat-footed 15
Base Attack/Grapple: +3/+9
Attack: Bite +5 melee (1d8+3) or claw +5 melee (1d6+2)
Full Attack: bite +5 melee (1d8+3) or 2 claws +5 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stench, improved grab, snatch
Special Qualities: Darkvision 60ft, Low light vision
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 15, Dex 16, Con 14, Int 7, Wis 14, Cha 10
Skills: 6pts, Search +5, Spot +5
Feats: Flyby attack, Ability focus (stench)
Environment: _
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral evil
Advancement: 4-6 HD (Large), 7-12 HD (huge)
Level Advancement: __
Stench: A hell-hawk is surrounded by a hideous stench in a 10ft radius. All other creatures in this area must make a fortitude save (DC 15) or suffer a –2 adjustment to all attack rolls and skill checks as long as they remain within this aura.
Improved Grab (Ex): To use this ability, the hell-hawk must hit with both claw attacks.
Snatch: If a hell-hawk gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claw attacks each round the hold is maintained. The hell-hawk can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the hell-hawk flings it while flying, the creature suffers this amount or falling damage, whichever is greater.
Bonus Feat: Toughness
Skills: * Hell-hawks receive a +5 racial bonus to Spot checks when flying.
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Shelob
Huge Magical Beast (spider)
Hit Dice: 7d10+42+3 (83 hp)
Initiative: +3 (dex)
Speed: 40ft (8 squares)
AC: 19 (+3 dex, -2 size, +8 natural) touch 11, flat-footed 16
Base Attack/Grapple: +7/+22
Attack: Bite +12 melee (2d8+7+poison)
Full Attack: Bite +12 melee (2d6+7+poison), Gore +12 melee (2d6+7), 4 claws +8 melee (2d4+3)
Space/Reach: 20 ft./10 ft.
Special Attacks: Poison, Stench
Special Qualities: Web, Frightful presence, DR 10/holy magic, Tremmorsense
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 25, Dex 16, Con 23, Int 15, Wis 16, Cha 19
Skills: 40: Climb +20, Hide +12*, Intimidate +9, Jump +12, Listen +8, Search +8, Spot +12, Move silently +8*
Feats: Improved Initiative, Iron will, Multiattack, Toughness, Ability focus: frightful presence
Environment: Ant land or underground
Organization: Unique
Challenge Rating: 8
Treasure: Standard
Alignment: Chaotic Evil
Advancement: -
Level Advancement: __
Poison (Ex): Shelob has a poisonous bite. Targets hit by her bite attack must make a fortitude save (DC 19) or be subject to one of two poisons she carries (Shelob’s choice). The first poison does 2d6 damage plus an additional 2d6 damage every minute for the next 20 minutes. This damage is halved on a successful save. The second poison does 2d6 points of ability damage to both constitution and strength plus an additional 1d2 damage to each ability every minute for the next 20 minutes. This damage is halved with a successful save.
Frightful presence (Ex): Anyone looking upon Shelob or who comes within 50 feet of this unique spider must make a DC 19 Will save or suffer the effects of panic (see DMG).
Stench (Ex): Shelob’s belly gives off a horrible stench. All within a 10ft radius of her must make a fortitude save (DC 19) or suffer –4 to all attack rolls and skill checks as long as they remain within 10ft of her. If the character is directly below her increase the DC to 24.
Web (Ex): Shelob often sets ambushes by waiting in her webs or in trees, then lowering herself silently on silk strands or leap onto prey passing beneath. A single strand is strong enough to support Shelob and one creature of the same size. Shelob can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to gargantuan size. An entangled creature can escape with a successful Escape Artist check (DC 20)or burst it with a Strength check (DC 24). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Shelob often creates sheets of sticky webbing from 40 to 60 feet square. She usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 20 hit points, and sheet webs have damage reduction 5/—.
Shelob can move across her own web at her climb speed and can pinpoint the location of any creature touching her web.
Tremorsense (Ex): Shelob can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with her webs.
Skills: Shelob has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. She can always choose to take 10 on Climb checks, even if rushed or threatened. Shelob uses her Strength modifier for Climb checks.
*Shelob has a +8 racial bonus on Hide and Move Silently checks when using her webs.
Bonus Feats: Multiattack, Iron Will
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Balrog
Huge Outsider (Maiar, native, evil, fire)
Hit Dice: 25+200 (312 hp)
Initiative: +7 (+3 dex, +4 improved initiative)
Speed: 40ft (8 squares) Fly 90ft
AC: 35 (+3 Dex, -2 size, +20 natural, +4 smoke) touch 15, flat-footed 32
Base Attack/Grapple: +25/+41
Attack: +4 flaming greatsword +36/+31/+26/+21/+16 melee (2d8+1d6+12) or slam +31melee (2d6+8)
Full Attack: +4 flaming greatsword +36/+31/+26/+21/+16 melee (2d8 +1d6 fire +12), +2 flaming whip +21 melee (1d4+4 plus 1d6 fire +entangle); or 2 slams +31melee (2d6+8)
Space/Reach: 10 ft/15 ft (30 ft with whip)
Special Attacks: Heart of fire, Spell Like Abilities, Entangle
Special Qualities: Cloaked in Darkness, Heart of Fire, Frightful Presence, Power, weapon destruction, True seeing, Death throes, Fire subtype, Evil Maiar qualities, Damage reduction 15/good, Darkvision 60ft.
Saves: Fort +22, Ref +17, Will +18
Abilities: Str 27, Dex 16, Con 26, Int 21, Wis 18, Cha 29
Skills: 364pts: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)
Feats: 9: Ability Focus: Fear Aura, Cleave, Great Cleave, Improved Initiative, Improved two weapon fighting, Power attack, Two Weapon Fighting, Weapon focus (greatsword)
Environment: Any land or Underground
Organization: Solitary
Challenge Rating: 22
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 26-35 HD (Huge), 36-45 HD (Gargantuan)
Level Advancement: __
Balrogs speak black speach
Power (Sp): A balrog has the ability to use an action to counterspell any spell. Before it can do this it must first make a successful spellcraft check to identify the spell to be countered.
Spell like abilities (Sp): Balrogs can use the following spells at will- blasphemy, deeper darkness, desecrate, detect good, fear, flame strike, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, tongues (self only), unhallow, unholy arm, unholy blight. They can also use the following powers once per day- fire storm. These spell-like abilities are as the spells cast by a 25th level sorcerer (save DC 13 + spell level).
Evil Maiar/Demon qualities (Su): Balrogs are immune to fire, poison and electricity, and have cold and acid resistance of 20. They may also communicate telepathically with any creature within 100 feet that has a language. Balrogs may also Smite Good once per day, inflicting an extra 25 hp of damage on a successful hit against a good-aligned creature.
Frightful presence (Ex): Anyone looking upon a Balrog or who comes within 50 feet of the demon must make a DC 25 Will save or suffer the effects of panic (see DMG).
Cloaked in Darkness (Ex): The balrog is continually surrounded by a shroud of black smoke and darkness that acts as a darkness spell centered on the balrog.
Entangle (Ex): A balrog’s whip can entangle foes much like an attack with a net. The whip has a range of 30 feet, with a range increment of 10 feet, and 20 hit points. If the whip hits, the target and the balrog must make immediate opposed Strength checks; if the balrog wins, it drags the target into its flaming body (see below). The target remains trapped against the balrog’s body until it escapes the whip.
Heart of fire (Su): At will, balrogs can wreathe their bodies in roaring flame as a free action. The balrog suffers no harm, but anyone grappling with the balrog or struck by it takes 4d6 points of fire damage. Anyone within 10 feet takes 2d6 fire damage.
Weapon Destruction (Su): Any weapon less than +3 enchantment that strikes a balrog will melt unless it makes a DC 22 save. Non-magical weapons are not allowed a save.
True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 25th).
Death Throes (Ex): When killed, a balrog explodes in a roar of flames that deals 50 points of fire damage to everything within 100 feet.
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.
Nazgul
Medium Undead (Evil, middle man Ftr5, Wiz6)
Hit Dice: 11d12 (71 hp)
Initiative: +7 (+3dex, +4 improved initiative)
Speed: 30ft (6 squares)
AC: 21 (+1 dex, +8 masterwork full plate, +2 deflection) touch 11, flat-footed 18
Base Attack/Grapple: +8/+11
Attack: longsword +12melee (1d8+5) or dagger +11 melee (1d4+3)
Full Attack: longsword +12/+7melee (1d8+5) or dagger +11/+6 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Frightful presence, black breath,
Special Qualities: Nightvision, darkvision 60ft, Wraithform, half damage from physical attacks, wraithsight, Hatred of water, undead qualities.
Saves: Fort +10, Ref +6, Will +12
Abilities: Str 17, Dex 16, Con 18, Int 18, Wis 18, Cha 20
Skills: Concentration +16, Diplomacy +9, Hide +9, Intimidate +12, Knowledge (Geography) +5, Knoiwledge (History) +7, Knowledge (Arcana) +9, Move Silently +9, Ride +7, Spellcraft +9, Spot +10, Survival +9
Feats: Improved initiative, Leadership, Spell mastery x4, Weapon focus (Longsword), Weapon specialization (Longsword), Scribe scroll, Track, Iron Will
Environment: Any land or underground
Organization: Solitary, pair or group (2-8)
Challenge Rating: 13
Treasure: Standard
Alignment: Always Lawful evil
Advancement: _
Level Advancement: __
Spells Known: 0th level: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt undead, Flare, Ghost sound, Light, Mage Hand*, Mending, open/close, prestidigitation, Ray of frost, read magic, resistance, 1st level: Burning hands, cause fear*, change self*, charm person*, comprehend languages, hold portal, hypnotism, magic weapon, 2nd level: Alter self*, Arcane lock*, charm person or animal*, darkness*, knock*, Produce flame*, Pyrotecnics, Scare*, Shatter*, 3rd level: Greater magic weapon*, Hold person*, Nondetection*, Suggestion*
*= has spell mastery for this spell.
Treat all of these spells as arcane spells cast by a 6th level wizard.
Wraithform (Ex): As a wraith a nazgul is invisible unless it chooses to garb itself in a cloak, crown, or other raiment. However their red eyes are still visible if the nazgul wishes them to be. When the eyes are visible the nazgul can be detected by a spot check (DC 20), but otherwise they are totally invisible. Nazguls have no need for food or water. They take half damage from all physical attacks, heal all damage at five times the rate a normal human would, and cannot be permanently destroid unless the dark lord that they serve falls himself. They also gain a touch attack that does 1d6 damage to constitution.
Wraithsight (Ex): Nazgul do not precieve the world like normal living beings do. Rather, objects cast shadows in their minds. Sunlight, especially at noon, can weaken or destroy these shadows, making it difficult for the nazgul to “see” or function. They suffer –6 to all spot checks, and –3 to all attacks and skill or ability checks under these conditions. For this reason they move and hunt at night or when the sun is low in the sky. They can even sense blood or detect the presence of living beings (this works like a detect undead spell usable at will, only it detects living beings instead).
Because their exhistance depends on the rings of power they have the ability to detect such rings as per detect magic, usable at will, but only shows the auras of rings of power, and not other magical items.
Frightful presence (Ex): Anyone looking upon a Nazgul or who comes within 50 feet of one must make a Will save (DC 20+1 per every two nazgul present) or suffer the effects of panic (see DMG). Increase the DC by 3 at night or in darkness or when the wraiths are unclad and invisible.
Black Breath (Ex): If a creature subject to a nazgul’s frightful presence rolls a critical failure on its saving-throw (a natural 1 or 2) the victim falls unconcious, unable to wake until after the nazgul departs. The victim suffers uncontrolable dread and nightmares for the next 1d6 days, durring which period they suffer –3 on all attacks and skill or ability checks. This period of lingering horror can be ended by a courage spell, or a healing check (DC 20)
Hatred of Water: The nazgul dislike the touch of water. Except in the direst need they refuse to ford deep rivers, crossing them iinsteadby bridge or by ferry. A river or other water barrier imposes a –6 penalty to their spot checks to anything on the other side, and provides enemies on the opposite bank with effective 25% concealment. These penalties apply only when they are walking or riding upon the ground. Nazguls mounted on a flying creature that is airborne (such as their hell-hawks) can see over and cross water without penalty.
Bonus feats: Iron will, Improved initiative
Credit:
Author: Matthew E. Kaiser, Based off of original material by J.R.R.Tolkien and an original interpretation of it by S.S. Long, J Rateliff, C. Moore and M. Forbeck. Converted from The Lord of The Rings RPG core rulebook.