Orcs (Uruk) |
"Goblin" |
"Hobgobin" |
Reaction Score |
Ordinary
/ 1 |
Ordinary
/ 2 |
Action Check |
12+
/ 11 / 5 / 2 (1 action) |
13+
/ 12 / 6 / 3 (2 actions) |
Movement |
sprint
20 / run 12 / walk 4 |
sprint
22 / run 14 / walk 4 |
Durability |
8
/ 8 / 4 / 4 |
10
/ 10 / 5 / 5 |
Armor |
Hide
armor; Shield |
Mail
armor; Helm; Shield |
Weapons |
Short
bow Scimitar
or Spear Fangs
(d4+2s/d4+1w/d4+3w LI/O) |
Long
bow Broad
sword (+1 damage) Fangs
(d4+2s/d4+1w/d4+3w LI/O) |
Ability Scores |
STR
10 / DEX 11 / CON 8 INT
6 / WIL 5 / PER 6 |
STR
12 / DEX 11 / CON 10 INT
8 / WIL 7 / PER 6 |
Skills |
Armor
Operation (Rank 1d4-1) Athletics
(Rank 1d4-1) Melee
Weapons (Rank 1d4-1) Ranged
Weapons (Rank 1d4-1) Unarmed
Attack (Rank 1d4-1) Stamina-endurance
(Rank 1d4) Awareness
(broad skill only) Resolve
(broad skill only) Interaction
(broad skill only) Leadership
(for goblin chiefs) |
Armor
Operation (Rank 1d4+1) Athletics
(Rank 1d4-1) Melee
Weapons (Rank 1d4+1) Ranged
Weapons (Rank 1d4+1) Unarmed
Attack (Rank 1d4+1) Stamina-endurance
(Rank 1d4) Awareness
(Rank 1d4-1) Resolve
(Rank 1d4-1) Interaction
(broad skill only) Leadership
(for orc captains) |
Notes Yrch is the Sindarin name for the Uruk (Black Speech).
They were |
Common
in Mirkwood, the (necrotoxin,
insinuative; onset 1 minute,
duration 1 hour) |
The
Uruk-hai were specially bred by
Sauron in the Third Age. They were
larger, smarter, and braver than
the old breed, and could withstand
the sun. They tended to use better
weapons than Goblins. |
Trolls (Tereg) |
Stone Troll |
Olog-hai |
Reaction Score |
Marginal
/ 2 |
Ordinary
/ 3 |
Action Check |
9+
/ 8 / 4 / 2 (2 actions) |
11+
/ 10 / 5 / 2 (3 actions) |
Movement |
Sprint
22 / run 14 / walk 4 |
sprint
26 / run 16 / walk 6 |
Durability |
16
/ 16 / 8 / 8 |
16
/ 16 / 8 / 8 |
Armor |
d6+1/d6-1/d4
(Good toughness) |
d6+1/d6-1/d4
(Good toughness) |
Weapons |
Claw
(d6+1s/d4+1w/d6+2w LI/O) Club
or Spear (+3 damage) |
Claw
(d6+1s/d4+1w/d6+2w LI/O) Club
or Spear (+3 damage) |
Ability Scores |
STR
16 / DEX 6 / CON 16 INT
5 / WIL 6 / PER 4 |
STR
16 / DEX 8 / CON 16 INT
7 / WIL 8 / PER 6 |
Skills |
Athletics
(Rank 1d4-1) Unarmed
Attack (Rank 1d4-1) Stamina
(Rank 1d4-1) Awareness
(broad skill only) Resolve
(broad only) Interaction/Deception
(broad only) |
Athletics
(Rank 1d4+1) Unarmed
Attack (Rank 1d4+1) Stamina
(Rank 1d4+1) Awareness
(broad skill only) Resolve
(Rank 1d4) Interaction/Deception
(broad only) |
Notes |
Stone
trolls were common in the far
north of Eriador since Morgoth began
breeding them at the end of the
First Age. They would turn to stone
if exposed to sunlight. |
The
Olog-hai were specially bred by
Sauron at the end of the Third Age. They were braver and more agile
than the older breed, and they could withstand the sun. |
Undead |
Barrow-wights |
Nazgul |
Reaction Score |
Ordinary / 1 |
Good
/ 2 |
Action Check |
11+ / 10 / 5 / 2 (1 action) |
16+
/ 15 / 7 / 3 (2 actions) |
Movement |
sprint 24 / run 16 / walk 6 |
sprint
24 / run 16 / walk 6 |
Durability |
12 / 12 / 6 (no Fatigue) |
12
/ 12 / 6 (no Fatigue) |
Armor |
None |
Light
helmet |
Weapons |
Any |
Morgul
Dagger and Broad sword |
Ability Scores |
STR 12 / DEX 12 / CON 12
|
STR
12 / DEX 12 / CON 12 INT
12 / WIL 8 / PER 8 |
Skills |
any combat skill at Rank 1 |
any
at Rank 4 or better (1d6+3) Sorcery-Rank
9 (Witch-King) |
Notes |
Found in northern Eriador, wights were corpses of long-dead Edain reanimated by evil spirits. Immune to normal weapons, they could be hurt only by fire, by the sun, and by magic weapons and spells. They could not communicate with the living by normal means. Attacks by wights inflict normal damage based on the weapon, and they also force the victim to make a Stamina-endurance check or take 1 point of Fatigue damage. |
The
Nine Nazgul were immortal so
long as Sauron lived. Immune to
normal weapons, they could be hurt
only by enchanted weapons, magic, and fire, and even then were only dispersed
for a time until reformed by the power of Sauron. Ring-wraiths only see the invisible spirit
world, but they can sense movement and smell the living. Nazgul suffer a +2 penalty on Interaction
checks dealing with any of the Free Peoples. |
|
Wolf |
Warg |
Reaction Score |
Ordinary / 2 |
Good
/ 2 |
Action Check |
14+ / 13 / 6 / 3 (2 actions) |
15+
/ 14 / 7 / 3 (2 actions) |
Movement |
sprint 56 / run 36 / walk 10 |
sprint
60 / run 36 / walk 12 |
Durability |
9 / 9 / 5 / 5 |
10
/ 10 / 5 (no Fatigue) |
Armor |
d4-1 / none / none |
d4
/ d4-1 / none |
Weapons |
Bite (d6s/d4w/d4+2w LI/O)
|
Bite
(d6s/d4w/d4+2w LI/O) Attack
Score: 14 / 7 / 3 |
Ability Scores |
STR 11 / DEX 11 / CON 9
|
STR
12 / DEX 12 / CON 10 INT
6 (12) / WIL 12 / PER 6 (12) |
Skills |
Stealth-shadow (Rank 1)
|
Stealth-shadow
(Rank 1) Movement-race
(Rank 1) Stamina-endurance
(Rank 3) Knowledge-languages Awareness-intuition
(Rank 3) Awareness-perception
(Rank 1) Investigate-track
(Rank 4) Resolve-both
(Rank 1) |
Notes |
Common all throughout the
wild lands of Middle Earth, the wolves of Mirkwood, Mordor, and lands in
between were often under the influence of Sauron. Especially if |
Wargs
were actually evil spirits who
shape-shifted into wolf form at
night (they vanished at sunrise). While
in wolf form, they can be harmed normally (though their corpses vanished at
dawn). Goblin wolf-riders rode upon wargs. |
|
Giant Spider |
Dragon |
Reaction Score |
Good / 2 |
Ordinary / 3 |
Action Check |
17+ / 16 / 8 / 4 (2 actions) |
11+ / 10 / 5 / 2 (3 actions) |
Movement |
run 50 / walk 10 / jump 10 |
sprint 50 / run 30 / walk 16 / fly 60 |
Durability |
8 / 8 / 4 / 4 |
20 / 20 / 10 / 10 |
Armor |
d4+1 / d4-2 / d4-2 |
d6+2/d4+1/d6+1 Good toughness |
Weapons |
Bite (d4-1s/d4+1s/d4w LI/O)
|
Bite (2d6w/d4+1m/d6+2m
LI/G) |
Ability Scores |
STR 9 / DEX 15 / CON 8
|
STR 20 / DEX 4 / CON 20
|
Skills |
Athletics-climb (Rank 9)
|
Athletics (Rank 1) |
Notes |
Giant spiders were common all across Mirkwood, growing more common as Sauron’s power increased. Their bite is poisonous (insinuative paralytic, onset 2 rounds, duration 2 hours, +2 penalty on CON feat check). Certain unique spiders (Ungoliant, Shelob) are even larger, smarter, and more deadly. |
The Great Wyrms (dragons) were found in the mountains of the far north (Withered Heath). The scales of a dragon are Good toughness, although a "called shot" to a vulnerable area (where scales are missing, for example) can reduce the toughness to Ordinary. Dragons are foul-tempered and quarrel even among each other. |
Dragon’s breath: Breathing fire (En/O) requires one action, and it can be used only once every other round. The attack requires a Strength feat check and is treated as a "grenade" in terms of effect (Player’s Handbook, page 57). Short range (no penalty) is a number of meters equal to the Strength score; medium range (+1 penalty) is twice the Strength score; long range (+2 penalty) is four-times the Strength score. Targets within a 2-meter radius from the blast point suffer Amazing damage (d4+4w), Good damage (d4+3w) within a radius up to 4 meters, and Ordinary damage (d4+1w) within a radius up to 6 meters. Any one caught in the blast may choose to "hit the deck" (Gamemaster Guide, page 47) and make an Acrobatics-dodge check to degrade the damage one step, but this costs the character’s next available action.
Other Creatures Mentioned in Tolkien’s Works: cold drakes (do not breathe fire); giants (one-headed and two-headed); great eagles (and other giant birds of prey); mumakil (oliphaunts); werewolves and vampires (in The Silmarillion); “hill” and “cave” trolls.