12. BEASTS AND BEINGS

1) Basic Foes

a) Orcs and Goblins

Orcs are the most numerous of the Enemy's foot-soldiers. Such creatures may be encountered almost anywhere in Middle-earth.

Smaller Orc breeds - such as those from Mordor - would typically have STR 3D6 and SIZ 2D6, while larger breeds - those from the Northern strongholds like Mount Gundabad - would have STR 5D6, CON 3D6+3 and 2D6+4.

Note that Goblin is a term occasionally used in Middle-earth to describe Orcs, and usually applied to the smaller kinds, though Hobbits may use the word to describe all Orcs.

Attributes

Roll

Average

STR

4D6

14

CON

3D6

10-11

SIZ

2D6+2

9

INT

3D6

10-11

POW

2D6+3

10

DEX

4D6

14

CHA

2D6

7


Weapon

Attack

Parry

Damage

Scimitar

32%

32%

D8+1

Shortbow

32%

32%

D6+1

Battleaxe

32%

32%

D8+2

Spear

32%

32%

D6+1

Shield

32%

32%

D6

Armour

Typically Leather or Chainmail with Shield

Typical Skills

Hide 30%, Climb 40%, Dodge 30%, See 30%, Listen 30%, Track 35%, Rope Use 50%

b) Uruk-Hai

Bred by Sauron in the Third Age - by breeding Orcs with Trolls or Men - the Uruk-Hai are larger, fiercer, stronger Orcs. Standing taller and straighter-limbed than normal Orcs, Uruks often use the weapons of Men, longswords and longbows.

Attributes

Roll

Average

STR

6D6

21

CON

4D6

14

SIZ

3D6

10-11

INT

3D6

10-11

POW

2D6+3

10

DEX

4D6

14

CHA

2D6

7

Weapon

Attack

Parry

Damage (+1D6)

Longsword

45%

42%

D10+1

Longbow

45%

42%

D10+2

Battleaxe

42%

42%

D8+2

Spear

32%

32%

D6+1

Shield

40%

40%

D6

Armour

Typically Leather or Chainmail with Shield

Typical Skills

Hide 30%, Climb 40%, Dodge 30%, See 40%, Listen 40%, Track 35%, Rope Use50%

c) Half-Orcs

Bred by Saruman before the War of the Ring, Half-Orcs are a mongrel race of Men with some Orc features and Orc wickedness in their hearts. Some Half-Orcs are able to pass among Men without drawing undue attention (they may be rather ugly and coarse, however) but others show more Orcish features and cannot pass as human without the use of Disguise skill.

Half-Orcs serve Saruman as foot soldiers, ruffians and spies.

Attributes

Roll

Average

STR

4D6

14

CON

3D6

10-11

SIZ

2D6+2

9

INT

3D6

10-11

POW

2D6+3

10

DEX

3D6

10

CHA

2D6+2

9

Weapon

Attack

Parry

Damage

Longsword

45%

42%

D10+1

Longbow

45%

42%

D10+2

Battleaxe

32%

32%

D8+2

Spear

32%

32%

D6+1

Shield

32%

32%

D6

Armour

Typically Leather or Chainmail with Shield

Typical Skills

Hide 30%, Climb 40%, Dodge 30%, See 30%, Listen 30%, Track 35%, Rope Use50%

d) Trolls

Created by the Great Enemy in mockery of the Ents, there are a number of breeds of Troll in Middle-earth: Snow Trolls, Cave Trolls, Hill Trolls to name but a few. The attributes below describe a typical Cave Troll (adapted from RQ).

Attributes

Roll

Average

STR

3D6+12

22-23

CON

2D6+12

19

SIZ

4D6+12

26

INT

2D6

7

POW

2D6

7

DEX

2D6+3

10

CHA

1D6

3-4

Weapon

Attack

Parry

Damage (+2D6)

Club

30%

30%

D10+2

Hammer

30%

30%

2D6+3

Unarmed

40%

40%

Punch D6, Kick 1D8, Trample 3D6

Spear

20%

20%

D10+1(Man-sized long spear used one-handed)

Armour

Typically no armour is worn but a Troll's tough hide provides 3 points of armour protection.

Typical Skills

Scent 45%

e) Olog-Hai

The Olog-Hai were bred by Sauron and are larger, swifter, stronger and more cunning than other Trolls. Filled with Sauron's malice, they dwell in Mordor and await only his word to go to war.

Attributes

Roll

Average

STR

4D6+12

26

CON

3D6+12

19

SIZ

4D6+18

32

INT

2D6+4

11

POW

2D6

7

DEX

3D6+3

13

CHA

1D6

3-4

Weapon

Attack

Parry

Damage (+3D6)

Club

40%

40%

D10+2

Hammer

40%

40%

2D6+3

Unarmed

50%

50%

Punch D6, Kick 1D8, Trample 3D6

Spear

30%

30%

D10+1 (Man-sized long spear used one-handed)

Armour

Olog-Hai hide is tougher even than a normal Troll's. It provides 4 points of armour protection.

Typical Skills

Scent 45%

f) Dunlendings

Tall, dark haired slightly swarthy Men living in Dunland, the Dunlendings are descendants of Men who once lived in the valleys of the White Mountains and plains of Calenardhon. They are the mortal enemies of the people of Rohan whom they consider to be invaders. Many Dunlendings fought for Saruman during the War of the Ring.

Create Dunlendings as Player Characters. Assume that a Dunlendings warband consists of a mixture of Warriors and Barbarians, perhaps led by a Noble. There is a slim chance that a Dunlending settlement will contain a Magician (tribal shaman) and/or a Sage acting as the storehouse of tribal wisdom.

g) Bandits

Very often Bandits are fugitives from whatever local justice is enforcing a given area. They prey on travellers in the wild places and are little better than common robbers. Some Bandit gangs, however, turn to brigandry out of necessity. Perhaps their home village has been destroyed by Orcs or wiped out by pestilence. Such Bandits may not be evil but are merely trying to survive (and have vengeance) in a harsh world.

Living as wolfsheads in the wilds of Eriador and Wilderland, groups of bandits can be treated as mixed groups of Warriors and Rogues, led normally by a stronger Warrior.

2) Basic Beasts

a) Forest Bears

Forest Bears are found in most of Middle-earth's forests (with the possible exception of the Old Forest). They are particularly common in the Western eaves of Mirkwood. The Beornings are friends with bears. Usually solitary, Forest Bears may be found in small groups (20% chance during the mating season). Such groups comprise a mother and one or two cubs. The cubs fight at the same percentages as the adults - but with half damage - until they are one year old.

Attributes

Roll

Average

STR

4D6+6

20

CON

3D6+6

16-17

SIZ

3D6+6

16-17

INT

1D6

3-4

POW

2D6

7

DEX

3D6+3

13-14

CHA

NA


Weapon

Attack

Parry

Damage

Bite

25%

NA

1D8

Claw

40%

20%

2D6+3

Hug

*

NA

3D6

* A bear attacks with two claws each round. If both claws hit, the bear will hug and hold on next round. Characters caught in a hug may use no weapon larger than a dagger against the bear. To break the hug, the character must match STR vs. STR on the resistance table. While hugging a foe, the bear may not attack other targets with claws or bite.

Armour

3 points for skin and fur.

Typical Skills

Move Quietly 50%+1D10, Hide 70%+1D10, Ambush 30%+1D10, Swim 70%+1D10, Climb 30%+1D10, Search 25%, Listen 20%+1D10, Track 90%, Scent 90%

b) Cave Bears

Larger and more powerful than their Forest-dwelling cousins the cave bear is a solitary creature with no fear of Men, Elves, Dwarves or Orcs. They may be found in most of the mountainous regions of Middle-earth. Those of the Misty Mountains may be friends with the Beornings but this cannot be said for certain.

Attributes

Roll

Average

STR

4D6+6

20

CON

3D6+6

16-17

SIZ

3D6+6

16-17

INT

1D6

3-4

POW

2D6

7

DEX

3D6+3

13-14

CHA

NA


Weapon

Attack

Parry

Damage

Bite

65%

NA

1D10+4

Claw

45%

45%

2D6+4

Hug

*

NA

7D6

* A bear attacks with two claws each round. If both claws hit, the bear will hug and hold on next round. Characters caught in a hug may use no weapon larger than a dagger against the bear. To break the hug, the character must match STR vs. STR on the resistance table. While hugging a foe, the bear may not attack other targets with claws or bite.

Armour

4 points for skin and fur.

Typical Skills

Scent 90%, Hide 70%+1D10, Ambush 30%+1D10, Swim 70%+1D10, Climb 30%+1D10, Search 25%, Listen 20%+1D10, Track 90%

c) Crows (crebain)

The Enemy has many spies. One such creature - used by Saruman to spy on the Fellowship - is the crebain, a breed of large Crow, common to Dunland.

Attributes

Roll

Average

STR

1D3

2

CON

2D4

5

SIZ

1D2

1-2

INT

1D6

3-4

POW

2D6

7

DEX

3D6

10-11

CHA

NA


Weapon

Attack

Parry

Damage

Bite

30%+1D10

NA

1D3

Claw

30%+1D10

NA

1D2

Notes

Crebain rarely attack people. However, they may be directed to flock around a target, indiscriminately biting and clawing. In such a case, assume 3D6 Crebain attack each target, with about half clawing and half biting in a round. Make attack rolls for each bird and total the damage inflicted before subtracting the target's armour. The victim of such an attack may beat the birds away by killing half the number of attacking birds. Due to the nature of such a swarming attack, it is difficult to pick out an individual bird to attack. When the target attacks back, roll damage and use the points to kill individual birds. For example, assume a Man armed with longsword and shield is defending against a Crebain attack. His longsword scores 7 points and his shield bash a further 3, for a total of 10. Crebain have an average of 4 Hit Points, so this is enough damage to kill two birds outright and cause a major wound on a third.

Crebain who sustain a major wound cannot fly.

Typical Skills

Fly 100%, See 75%, Dodge (in air) 20%

d) Wolves

Wolves are pack animals, normally encountered in groups of 2D6+3 individuals. There is a small (5%) chance that that a lone wolf will be encountered. The wolves described below are natural creatures, not the wicked creations of the Enemy (Wargs and Werewolves).

Attributes

Roll

Average

STR

2D6+6

13

CON

3D6+3

13-14

SIZ

3D6

10-11

INT

1D6

3-4

POW

2D6

7

DEX

2D6+6

13

CHA

NA


Weapon

Attack

Parry

Damage

Bite

30%+1D10

NA

1D8

Wolves are highly agile creatures and in combat get 1 Attack and up to 3 Dodges per round. For each minor wound they receive, reduce the number of Dodges by 1; a major wound deducts 2 Dodges. When all three Dodges have been lost due to wounds, the Wolf has no further defenses.

Typical Skills

Track 80%, See 60%, Scent 80%, Move Quietly 70%+1D10, Hide 60%+1D10, Dodge 50%+1D10

e) Dogs

Dogs are common in Middle-earth, except amongst the Dwarves, who keep few animals of any kind. Even Farmer Maggot in the Shire keeps them (Grip, Fang, Wolf). There are many breeds and crossbreeds. If running in a pack, there will be 2D6 dogs.

Attributes

Roll

Average

STR

2D6+3

10

CON

3D6

10-11

SIZ

2D6+1

10-11

INT

1D6

3-4

POW

2D6

7

DEX

2D6+1

13

CHA

NA


Weapon

Attack

Parry

Damage

Bite

30%+1D6

NA

1D6

Dogs fight in much the same way as wolves, biting and dodging away. However, they are less agile than wolves and get only 1 Dodge per round. A wound (major or minor) causes the dog to lose this dodge.

Typical Skills

Track 70% +1D10, See 40% +1D10, Scent 70% +1D10, Dodge 25%, Hide 20%+1D10

f) Horses

Horses are the commonest riding animals in Middle-earth. They are also used as beasts of burden. A typical horse has the following attributes. See below for notes on different breeds of horse.

Attributes

Roll

Average

STR

3D6+18

28-29

CON

2D6+6

13

SIZ

4D6+12

26

INT

1D6

3-4

POW

1D6

3-4

DEX

3D6

10-11

CHA

NA


Weapon

Attack

Parry

Damage

Bite

5%

NA

D10

Kick

5%

NA

1D8+2D6

Rear & Plunge

5%

NA

2D8+2D6

Trample

25%

NA

4D6 to downed foe

Horses attack as normal in the combat round. For each rider, roll 1D6 and deduct the total from the horse's DEX (horses may carry two riders). Make this roll each turn. If the horse's DEX drops to 0 or less, it may not attack that round.

Armour

Typically 1 point for skin. Horses may wear special armour called barding. This is often of Leather or Chainmail.

Warhorses

Create warhorses as per normal horses but INT is 1D6+3 and SIZ should be a minimum of 25. Warhorses begin the game with the attack skills of Bite, Kick and Rear and Plunge at 5%+1D20. Trample, however, remains at 25%.

Ponies

Use the regular chart for horses but subtract 6 from STR and SIZ.

Mules

Chiefly used as beasts of burden, Mules are more intelligent than normal horses. Roll 1D6+1 for INT, 3D6+3 for CON and 4D6+6 for SIZ. Mules start with a base 10% in the attack skills of Bite, Kick and Rear and Plunge. However, Mules have more delicate ankles than normal Horses and therefore will not trample a downed foe.

Typical Skills (all horses)

Scent 1D100/2%, Swim 1D100%

g) Oliphaunts or Mumakil (Elephants)

Almost unheard of in the West of Middle-earth, Oliphaunts are used by the Haradrim for both war and work. Easterling nations may also have them.

Attributes

Roll

Average

STR

6D6+24

45

CON

3D6+16

26-27

SIZ

6D6+32

53

INT

1D6

3-4

POW

2D6+6

13

DEX

3D6

10-11

CHA

NA


Weapon

Attack

Parry

Damage

Trample

50%

NA

10D6 to downed foe

Trunk

50%

NA

Grapple

Rear & Plunge

25%

NA

2D8+5D6

Gore (Tusk)

30%

NA

5D6

Armour

8-point thick skin, except on the trunk, which is 4-point.

Notes

If the Trunk scores a hit, the target is grappled. The victim may struggle free by matching STR vs half the Elephant's STR. The Trunk does no damage but the Elephant may use any of its other attacks on a grappled victim with a 100% chance of success.

Haradrim warriors use Oliphaunts as battle-platforms. When arrayed for war, an Oliphaunt is equipped with a wooden tower on its broad back. The tower may house as many SIZ points of warriors as the Oliphaunt has STR points. Typically, this will be 4 or 5 warriors, armed with spears and bows.

Typical Skills

Scent 10%+1D10

3) Basic Monsters

a) Wargs

A Warg is an evil demonic wolf, larger, fiercer and more wicked-tempered than the natural wolf species. Perhaps they were bred by Sauron or Morgoth long ago. Evil and cruel, Wargs serve the Enemy. They may be used as mounts by Orcs.

Attributes

Roll

Average

STR

3D6+6

16-17

CON

3D6+3

13-14

SIZ

3D6+6

16-17

INT

1D6

3-4

POW

2D6

7

DEX

2D6+6

13

CHA

NA


Weapon

Attack

Parry

Damage (+1D6)

Bite

40%+1D10

NA

1D8

Claw

30%+1D10

NA

1D8+1

Wargs, like Wolves, are highly agile creatures and in combat get 3 Attacks (claw/claw/bite) and up to 3 Dodges per round. For each minor wound they receive, reduce the number of Dodges by 1; a major wound deducts 2 Dodges. When all three Dodges have been lost due to wounds, the Warg has no further defenses.

When used as a mount by Orcs, Wargs lose their claw attacks and one of their dodges.

Typical Skills

Track 80%, See 60%, Scent 80%, Move Quietly 70%+1D10, Hide 60%+1D10, Dodge 30% + 1D10

b) Werewolves

Werewolves, evil creatures created long ago, are fell beasts with dreadful spirits inhabiting their bodies. They have the form of Men but have the ability to transform into Wargs and a Warg-Man hybrid. Sauron himself is known to have assumed the guise of a Werewolf on at least one occasion.

Create the Mannish form as per a normal PC Man of Darkness and the Warg form as for a typical Warg described above. In Warg-Man form they may still use Mannish skills if appropriate. For the Warg-Man form, use the following table.

Attributes

Roll

Average

STR

6D6

21

CON

3D6+3

13-14

SIZ

3D6+6

16-17

INT

Man

8-9

POW

Man

10-11

DEX

3D6+1D4

11-12

CHA

Man

10-11

(Man) Attributes and skills denoted like this indicate that the creature keeps the Mannish attribute or skill when in Warg-Man form. Thus, Werewolves in this form are significantly more dangerous than even normal Wargs as they can plan ahead and adapt to changing circumstances.

Weapon

Attack

Parry

Damage (+1D6)

Bite

40%+1D10

NA

1D8

Claw

30%+1D10

NA

1D8+1

Weapons

Man



Armour

Werewolves in whatever form they appear take half damage from all non-magical weapons. Fire does full damage. If in Mannish form, they may wear armour.

Typical Skills

Track 80%, See 60%, Scent 80%, Move Quietly Man + 1D20%, Hide Man + 1D20%, Dodge Man + 1D20%

c) Giant Spiders

These horrid creatures, the children of Shelob and her kin (from the lineage of Ungoliant, the evil Maiar companion of Morgoth the Great Enemy in the First Age), infest parts of Mirkwood and other dark and evil places in the world. Although not smart, they are crafty and can speak Westron (common) in creaking, hissing voices. Attributes are presented for both small and large examples of the breed.

Small Spiders

Attributes

Roll

Average

STR

2D6

7

CON

3D6

10-11

SIZ

2D6

7

INT

1D4

2-3

POW

1D6+4

7-8

DEX

3D6+3

13

CHA

NA


Weapon

Attack

Parry

Damage

Bite

20%+1D10

NA

1D8 + Poison

Webbing

25%

NA

Grapple

Armour

Small spiders typically have 2 points of armour protection.

Typical Skills

Climb 90%, Move Quietly 30%

Large Spiders

Attributes

Roll

Average

STR

3D6

10-11

CON

3D6

10-11

SIZ

3D6

10-11

INT

1D4

2-3

POW

2D6+4

11

DEX

3D6+3

13

CHA

NA


Weapon

Attack

Parry

Damage

Bite

30%+1D10

NA

1D8 + Poison

Webbing

25%

NA

Grapple

Typical Skills

Climb 90%, Move Quietly 30%

Armour

Large Spiders have 3 points of armour.

Special Rules

A spider bite is poisonous. Depending on the variety of spider, the poison may be lethal or non-lethal. All poisons have a POT (potency) equal to the Spider's POW. Lethal poisons cause the same number of D6 damage as the Spider's STR is rolled on (i.e. 2D6 or 3D6), with a POT vs. CON resistance roll for half damage. Non-lethal Spider poisons cause sleep or debilitation. The duration of is a number of D6 hours equal to the Spider's STR roll (i.e. 2D6 or 3D6), with a POT vs. CON resistance roll for half duration. Sleeping characters are difficult to wake. Use a CON vs. POT roll to determine if a character can wake before the duration expires naturally. Debilitation halves the character's STR, INT and DEX for the duration.

Spiders may fling webbing a number of yards equal to the spider's STR. Beings caught in the web are grappled and may try to break free by matching their STR vs. the web's STR, which is equal to that of the spider. Webs may be cut, requiring 5 points of damage from an edged weapon.

d) Barrow Wights

In the year 1600 of the Third Age, during the Great Plague which devastated Eriador, the Witch-King of Angmar sent evil spirits to dwell within the tombs of the Barrow Mounds (Tyrn Gorthad) north of the Shire. These spirits, Barrow Wights, are horrible undead creatures who wish to slay the living. Powerful within their barrows or at night they cannot stand the touch of sunlight. Wights prefer to attack with surprise and may use spells to confuse or bind their prey before taking it to their barrow to consume its spirit.

Attributes

Roll

Average

STR

4D6

14

CON

3D6+2

13-14

SIZ

3D6

10-11

INT

4D6

14

POW

4D6

14

DEX

4D6

14

CHA

3D6

10-11

Weapon

Attack

Parry

Damage (+1D6)

Longsword

40%+1D10

40%+1D10

1D10+1

Chill Touch

50% + 1D20

N/A

Special

Armour

Barrow Wights are often clad in the armour in which they were buried. This may be Chainmail or Chainmail with Plates.

Typical Skills

See 60%, Move Quietly 40%, Hide 40%

Special Rules

Barrow Wights are capable of Sorcery, frequently using Slumber, Dark, Evoke Fear and Frost spells. They may use these spells regardless of the magical Rank which their INT + POW would allow for a mortal Magician.

In addition, the touch of a Barrow Wight spreads an icy coldness through a victim's body. On a successful Chill Touch attack (effectively a Brawl attack) make a POW vs POW roll on the Resistance Table. If the Barrow Wight wins this struggle, it drains 1D3 points of the victim's STR, CON or DEX (GM's discretion or randomly determine which attribute is affected). On a critical hit, the victim is not allowed a POW vs POW resistance roll but the drain remains 1D3. These points do not add to the Wight's own attributes, rather they form an additional pool of pseudo-POW points which the Wight can use to power its own magics. Should a victim be drained of half his starting score in a particular attribute, he falls unconscious. Should all a victim's STR, CON or DEX be drained, he will die in POW minutes.

Barrow Wights loathe sunlight. When exposed to the cleansing light of the Sun a Barrow Wight sustains 1D6 Hit Points damage per round (this is similar to a human being drowning) and must retreat to its barrow before it is destroyed.

e) The Walking Dead (optional)

The Walking Dead are animated corpses, brought back to a semblance of life by Necromantic Arts. Essentially mindless slaves, they can be given simple orders (for example “Guard this area and kill anyone who enters” or “Carry this burden to the caves”). Depending on the state of decomposition of the corpse before it was animated, the Walking Dead may appear as fleshless skeletons or as palid zombies. They may be dressed in rags or perhaps even armour scraps.

Attributes

Roll

Average

STR

3D6

10-11

CON

3D6

10-11

SIZ

3D6

10-11

INT

2

2

POW

1D6

3-4

DEX

2D6

7

CHA

N/A

--

Weapon

Attack

Parry

Damage

Hand Weapon

20%+1D6

N/A *

Varies

Unarmed

30% + 1D6

N/A *

Special

* These creatures are mindless and therefore will not parry.

Armour

Usually none though some may have scraps of the armour they wore in life. If so, these creatures may have a random armour protection value of 1D3, rolled eac h time they are hit.

Typical Skills

None

Special Rules

These creatures may lie “dormant” in the area they are supposed to guard, and begin moving when trespassers arrive. Any mortal being seeing the dead come to life in this way must make a Courage roll on the Resistance Table versus a Force of 3D6.

f) Ghost

A Ghosts is the undead, restless spirit of a mortal. In Middle-earth, this generally excludes Elves, but members of the other Free Peoples may manifest as Ghosts if the manner of their deaths precludes them “moving on”. The folklore of all the Free Peoples includes references to such beings though they may give them different names: dwimmerlaik is one name used in the land of Rohan. Ghosts are generally restricted, or bound, to a particular place or object and may not leave unless given release from whatever reason holds them to that place.

The GM should create each Ghost individually, assigning the spirit's particular, history, motivations, habitat, appearance (should it wish to appear, that is) and perhaps powers. Generally Ghosts possess only INT and POW and appear as instubstantialm misty forms. A Ghost may have the power of speech (often in an archaic form of Westron) and perhaps may communicate its plight to onlookers. Other powers may be ascribed to Ghosts: the ability to walk through walls; psychokinesis (Ghosts with this ability may be called Poltergeists); spellcasting (particularly if the Ghost is an undead Magician).

Seeing a Ghost may cause Fear in any onlookers; the Fear has a Force equal to the Ghost's POW.

Attributes

Roll

Average

STR

N/A

--

CON

N/A

--

SIZ

N/A

--

INT

2D6+6

13

POW

4D6

14

DEX

N/A

--

CHA

N/A

--

Special Rules

Ghosts do not engage in physical combat. Instead, once per round they may surround and envelop one creature and attempt to drain the victim's life energy. Match POW vs. POW on the Resistance Table. If the Ghost wins, it drains 1D3 POW or Hit Points (GM's discretion based on the Ghost's history) from the victim. If the victim wins, he or she drains 1D3 of the Ghost's POW. The lost points simply vanish, they benefit neither the Ghost nor the victim. Ghosts are generally immune to physical weapons. It is sometimes possible to attack a Ghost with magic, but, should an adventurer wish to attack a Ghost, use a POW vs. POW Resistance roll.

g) Ghoul (optional)

Traditionally, Ghouls are evil spirits or demons which are believed to plunder graves and feed on corpses. Such Ghouls may or may not exist in Middle-earth, but not even the Wise know for certain. Some evil spirits when bound into physical bodies may, however, have the Attributes and powers described here.

Attributes

Roll

Average

STR

4D6

14

CON

3D6

10-11

SIZ

2D6+6

13

INT

1D6+6

9-10

POW

2D6

7

DEX

3D6

10-11

CHA

N/A

--

Weapon

Attack

Parry

Damage (+1D4)

Claw x 2

25%+2D6

N/A

1D4

Bite

40%

N/A

1D6

Skills

Move Quietly 50%, Hide 50%, Ambush 25%

Special Rules

Ghouls are cunning hunters, following their prey, sometimes for miles, and attacking from ambush. They communicate in grunts, snarls and wails before attacking. They may hunt in packs of 2D6. Once combat is joined, Ghouls attack without thought to strategy or tactics, coming at their opponents in a berserk rush. This grants them +1 to their Initiative rolls but precludes their Parrying as they are intent on destroying their quarry and devouring its flesh. Ghouls attack with both their claws and a bite attack each round.

i) Nature Spirits (optional)

All Nature Spirits

Nature Spirits may or may not exist in Middle-earth. Tolkien makes no mention of such beings. Their use is left to the GM's discretion. The names given below (Fea Taure for Forest Spirit and so on) are only rough translations from the Elvish and should not be taken as authoritative but as an attempt to evoke some Middle-earth flavour.

All Nature Spirits can be considered minor Maiar spirits who have a special affinity for one particular place or environment. As such they are products of that environment and all manifest particular a “personality”. A Forest Spirit from a hidden glade in Mirkwood may harbour a hatred of giant spiders, while one from the woodlands of the Shire might be used to Hobbits picnicking in its clearing and be altogether more congenial. A Marsh Spirit from the Mouths of Anduin will have a distinctly different manner to a spirit from the Dead Marshes; the latter is likely to be very evil in nature.

All Nature Spirits have a form in which they are most comfortable. These are listed in the descriptions below. However, when commanded, they can take on a more humanoid form, most often Elven in overall appearance. As befits such spirits and the close relationships they have had with Elves over the centuries, almost all Nature Spirits can speak High Elven (Quenya).

Nature Spirits are bound to their home territory, be it a forest glade, a stretch of river, a mountain pass or glacier. At need, if sorely pressed or if commanded, they can leave their homes but lose one POW point per hour until it reaches zero. At this point, their energy is dissipated and they “die” only to reform in their home territory 1D6 days later.

Spirits of the Forest (Fea Taure)

Forest Spirits typically appear as ambulatory shrubs or small trees.

Attributes

Roll

Average

STR

3D6

10-11

CON

2D6

7

SIZ

2D3

4

INT

3D6

10-11

POW

3D6

10-11

DEX

3D6

10-11

CHA

N/A

--

Powers of Forest Spirits

Spirits of the Desert (Fea Anfauglir)

Desert Spirits appear as small dust devils.

Attributes

Roll

Average

STR

2D6

7

CON

3D6

10-11

SIZ

2D3

4

INT

3D6

10-11

POW

3D6

10-11

DEX

2D6

7

CHA

N/A

--

Powers of Desert Spirits

Spirits of Snow (Fea Losa)

These spirits may appear in humanoid form, short and covered in dense white hair. Some manifest simply as footprints in the snow.

Attributes

Roll

Average

STR

2D6

7

CON

3D6

10-11

SIZ

2D3

4

INT

3D6

10-11

POW

3D6

10-11

DEX

3D6

10-11

CHA

N/A

--

Powers of Snow Spirits

Spirits of the Waters (Fea Duin or Fea Linae)

Water Spirits may appear as small humanoids with dripping wet skin, or as out-of-place water features: whirlpools or rapids in calm water, or areas of dead-still water in the midst of turbulence.

The Fea Duin are River Spirits, whose realm will be a stretch of a river or stream; the Fea Linae are Lake Spirits, which lair in lakes and ponds.