Nazgul Lord, Witch king of Angmar
Medium Undead (middle man Ftr 7, Wiz 8, Marshal 1)
Hit Dice: 16d12 (104 hp)
Initiative: +8 (+4 dex, +4 Improved initiative)
Speed: 30ft (6 squares)
AC: 21 (+1 dex, +8 masterwork full plate, +2 deflection) touch 13, flat-footed 20
Base Attack/Grapple: +11/+15
Attack: +2 longsword +18 melee (1d8+8) or Morgul-Knife +16 melee (1d4+5 +pain, +tip breaks off)
Full Attack: +2longsword +18/+13/+8 melee (1d8+8) or Morgul-knife +16/+11/+6 melee (1d4+5 +pain, + tip breaks off)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, frightful presence, black breath
Special Qualities: wraith form, wraith sight, hatred of water, minor aura
Saves: Fort +14, Ref +8, Will +16
Abilities: Str 19, Dex 18, Con -, Int 20, Wis 19, Cha 22
Skills: Bluff +11, Concentration +23, Diplomacy +12, Hide +12, Intimidate +15, Knowledge (Geography) +6, Knowledge (history) +6, Knowledge (Arcana) +8, Move silently +12, Ride +10, Search +12, Spellcraft +12, Spot +11, Survival +10
Feats: Improved initiative, Iron Will, Track, Scribe scroll, Silent spell, Spell mastery x5(5), Leadership, Dodge, Mounted combat, Weapon focus (longsword), Weapon specialization (longsword) Skill focus (diplomacy)
Environment: Any land or underground
Organization: Unique
Challenge Rating: 18
Treasure: Standard
Alignment: Lawful Evil
Advancement: By character class
Level Advancement: __
Spells: 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*, obscuring mist*, silent image*, 2nd level: alter self, arcane lock*, charm person or animal*, fog cloud*, knock*, minor image*, produce flame*, pyrotecnics*, scare*, shatter*, 3rd level: greater magic weapon*, hold person*, lightning bolt*, major image*, nondetection*, suggestion*, 4th level: arcane eye*, fear*
*= has spell mastery for this spell.
Treat all of these spells as arcane spells cast by an 8th 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.
Morgul-knife: This is a +1 dagger. Whenever it causes any damage at al to an opponent the wound causes them so much pain that they receive a –3 penalty to all attack rolls and skill or ability checks until the wound is healed. Furthermore the tip of the knife breaks off in the wound, remaining there, and working its way slowly inward. It does an additional 1d6-2 (minimum of 1) damage to the character every day until the wound has been healed, or the victim dies. A Mogul knife cannot withstand the touch of the sun. It’s blade withers into smoke and fades away if it is ever exposed to daylight.
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.