Thomas
2006-07-19, 06:28 AM
I found this lying around on my computer, and figured I'd post it. I probably based this on the death knight template, with abilities stolen from ghosts and probably something in Libris Mortis.
The example Nazgūl, Adūnaphel the Quiet, was converted from the MERP and Rolemaster statistics in Lords of Middle Earth Vol. I. The abilities are also based on the listing and descriptions in the same book. ("Address all complaints to the Monsanto corporation.")
Nazgūl
Ringwraiths, Ślairi, Shadows, Black Wings, Black Riders, Fell Riders, Nine Riders, the Nine
"Nazgūl" is a template that can be added to any evil human of 10th level or higher that is enslaved by one of the Rings of Power (referred to hereafter as the character). The character's type changes to undead. It uses all the character's statistics and special abilities as noted here.
Hit Dice: All the character's Hit Dice (current and future) become d12s.
Speed: Same as the character. Due to their semi-real composition, Nazgūl are not slowed down by armor.
AC: The Nazgūl has +5 natural armor and a deflection bonus equal to its Charisma modifier.
Attacks: Nazgūl usually fight with martial weapons, but if disarmed they will use a touch attack.
Damage: The Nazgūl's touch attack uses negative energy to deal damage equal to 1d8 + the Nazgūl's Charisma bonus to living creatures. Each successful attack also deals 1 point of Constitution damage. A Will save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) reduces the damage by half and negates the Constitution damage.
Special Attacks: A Nazgūl retains all the character's special attacks and gains those described below.
Black Breath (Su): Three times per day, a Nazgūl can summon a cloud of noxious, evil mist as a standard action. The cloud fills a 20-foot-radius spread anywhere within a range of 100 feet + 10 feet per HD of the Nazgūl. Targets caught within the spread must succeed at a Fortitude save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) or become nauseated for 1d6 rounds, after which they fall into an unbreakable slumber for 1d% days. Victims can only be awakened by break enchantment, limited wish, or more powerful magic. Those who succeed at the save are still sickened for a number of rounds equal to the Nazgūl's HD.
Dominating Gaze (Su): Dominate person on target within 60 feet (caster level equal to the Nazgūl's HD), Will save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) negates.
Fear Aura (Su): Nazgūl are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD within 15 feet of a Nazgūl must succeed at a Will save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) or be affected as though by a fear spell cast by a sorcerer of the Nazgūl's level.
Spells: A Nazgūl can cast any spells it could while alive, unless alignment restrictions prohibit the casting of a particular spell.
Special Qualities: A Nazgūl retains all the character's special qualities and gains those described below.
Blindsight (Su): A Nazgūl is virtually blind in Arda, but its Shadow-sight and other enhanced senses give it blindsight with an unlimited range (as normal vision). However, in sunlight (including within the radius of a daylight spell), a Nazgūl's blindsight is limited to a range of 30 feet.
Damage Reduction (Su): A Nazgūl's undead body is tough and only quasi-real, giving the creature damage reduction 15/magic.
Immunities (Ex): Nazgūl are immune to cold, electricity, and polymorph in addition to those immunities possessed by undead.
Natural Invisibility (Su): A Nazgūl's physical form is permanently invisible in the physical world, but visible in the Shadow-world (so ethereal beings can see them normally, although they appear in a different form). This invisibility does not extend to anything they wear, however, so they are visible normally while wearing armor or robes.
Nature Vulnerability (Ex): Nazgūl are dazzled in bright sunlight or within the radius of a daylight spell. If faced with a stream of running, fresh water, a Nazgūl must succeed at a Will save (DC 20) or be unable to cross for 1d10 rounds, after which he may try again (but with a cumulative +1 bonus to the DC for each attempt). Being immersed in fresh running water will inflict 6d6 damage per round to a Nazgūl. When touched by a natural flame (such as a torch, but not a fireball spell or similar), a Nazgūl must succeed at a Will save (DC 10 + 1/2 wielder's level + wielder's Charisma modifier) or become panicked for 1d10 minutes.
Rejuvenation (Su): It is impossible to destroy a Nazgūl through simple combat: Sauron can summon the spirits of the ringwraiths back into Arda in a matter of 1d% days. The only way to destroy the Nazgūl permanently is to destroy the One Ring. If this happens, the ringwraiths are immediately destroyed for good.
Spell Resistance (Su): A Nazgūl gains spell resistance 20 + 1 per character level beyond 10th.
Summon Mount (Sp): A Nazgūl has the ability to summon a mount, either a horse of Mordor or a fell beast. When summoned, the mount appears within 1d10 rounds, and serves indefinitely. These are specific, unique mounts bound to the Nazgūl, and each Nazgūl can therefore only summon one horse or fell beast at any time. (Replacing dead mounts requires the Nazgūl to travel to a realm held by the Shadow where these foul beasts dwell.) This is a Conjuration [teleportation] effect.
Undead Traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Negative energy (such as an inflict spell) can heal undead creatures. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Weaponbane (Su): A nonmagical weapon striking a Nazgūl is automatically shattered and broken, as if it had been successfully sundered. It may inflict damage, if it passes the Nazgūl's damage reduction, but is destroyed regardless. Anyone striking a Nazgūl unarmed takes 2d10 damage and must succeed at a Fortitude save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) or be stunned for 1d6 rounds.
Saves: Same as character.
Abilities: A Nazgūl gains +8 to Strength, +4 to Intelligence, and +6 to both Wisdom and Charisma. Being undead, it has no Constitution score.
Challenge Rating: Same as character +4.
Level Adjustment: .
[hr]
Adūnaphel the Quiet, the Seventh: CR 16; Female human (Black Nśmenórean), Bard 11/Fighter 1; Medium Undead (Augmented Humanoid); HD 12d12; hp 78; Init +2; Spd 20 ft.; AC 30 (+2 Dex, +5 natural, +6 deflection, +7 +3 scale mail), touch 18, flat-footed 28; Base Atk/Grp +9/+14; Atk +3 flaming longsword +17 melee (1d8+8 plus 1d6 fire, 19-20), or Morgul-knife +15 melee (1d4+3, 17-20/x2 plus taint), or touch +14 melee (1d8+6 plus 1 Con); Full Atk +3 flaming longsword +15/10 melee (1d8+8 plus 1d6 fire, 19-20) and Morgul-knife +13 melee (1d4+3, 17-20/x2 plus taint), or touch +14/9 melee (1d8+6 plus 1 Con); Space/Reach 5 ft./5 ft.; SA Black breath, dominating gaze, fear aura, spells; SQ Bardic knowledge, bardic music, blindsight, damage reduction 15/magic, immunity to cold, electricity, and polymorph, natural invisibility, nature vulnerability, rejuvenation, spell resistance 22, summon mount, undead traits, weaponbane; AL LE; SV Fort +5, Ref +9, Will +10; Str 20, Dex 14, Con , Int 18, Wis 16, Cha 23.
Skills: Bluff +20, Concentration +17, Decipher Script +11, Diplomacy +26, Hide +13, Knowledge (arcana) +11, Knowledge (history) +18, Knowledge (nobility and royalty) +18, Listen +17, Move Silently +13, Perform (lute) +20, Ride +9, Sense Motive +10, Spellcraft +11
Feats: Battle Caster, Combat Expertise, Eschew Materials, Lyric Spell, Mounted Combat, Two-Weapon Defense, Two-Weapon Fighting
Special Attacks:
Black Breath (Su): Three times per day, Adūnaphel can summon a cloud of noxious, evil mist as a standard action. The cloud fills a 20-foot-radius spread anywhere within a range of 100 feet + 10 feet per HD of her. Targets caught within the spread must succeed at a Fortitude save (DC 22) or become nauseated for 1d6 rounds, after which they fall into an unbreakable slumber for 1d% days. Victims can only be awakened by break enchantment, limited wish, or more powerful magic. Those who succeed at the save are still sickened for 12 rounds.
Dominating Gaze (Su): Dominate person on target within 60 feet (caster level 12th), Will save (DC 22) negates.
Fear Aura (Su): Adūnaphel is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD within 15 feet of Adūnaphel must succeed at a Will save (DC 22) or be affected as though by a fear spell cast by a sorcerer of 12th level.
Touch (Su): Adūnaphel's touch attack uses negative energy to deal damage equal to 1d8+6 to living creatures. Each successful attack also deals 1 point of Constitution damage. A Will save (DC 22) reduces the damage by half and negates the Constitution damage.
Special Qualities:
Blindsight (Su): Adūnaphel is virtually blind in Arda, but her Shadow-sight and other enhanced senses give her blindsight with an unlimited range (as normal vision). However, in sunlight (including within the radius of a daylight spell), Adūnaphel's blindsight is limited to a range of 30 feet.
Natural Invisibility (Su): Adūnaphel's physical form is permanently invisible in the physical world, but visible in the Shadow-world (so ethereal beings can see them normally, although they appear in a different form). This invisibility does not extend to anything she wears, however, so she is visible normally while wearing armor or robes.
Nature Vulnerability (Ex): Adūnaphel is dazzled in bright sunlight or within the radius of a daylight spell. If faced with a stream of running, fresh water, Adūnaphel must succeed at a Will save (DC 20) or be unable to cross for 1d10 rounds, after which she may try again (but with a cumulative +1 bonus to the DC for each attempt). Being immersed in fresh running water will inflict 6d6 damage per round to Adūnaphel. When touched by a natural flame (such as a torch, but not a fireball spell or similar), Adūnaphel must succeed at a Will save (DC 10 + 1/2 wielder's level + wielder's Charisma modifier) or become panicked for 1d10 minutes.
Rejuvenation (Su): It is impossible to destroy Adūnaphel through simple combat: Sauron can summon the spirits of the ringwraiths back into Arda in a matter of 1d% days. The only way to destroy Adūnaphel permanently is to destroy the One Ring. If this happens, the ringwraiths are immediately destroyed for good.
Summon Mount (Sp): Adūnaphel has the ability to summon a mount, either a horse of Mordor or a fell beast. When summoned, the mount appears within 1d10 rounds, and serves indefinitely. These are specific, unique mounts bound to Adūnaphel, and she can therefore only summon one horse or fell beast at any time. (Replacing dead mounts requires Adūnaphel to travel to a realm held by the Shadow where these foul beasts dwell.) This is a Conjuration [teleportation] effect.
Weaponbane (Su): A nonmagical weapon striking Adūnaphel is automatically shattered and broken, as if it had been successfully sundered. It may inflict damage, if it passes Adūnaphel's damage reduction, but is destroyed regardless. Anyone striking Adūnaphel unarmed takes 2d10 damage and must succeed at a Fortitude save (DC 22) or be stunned for 1d6 rounds.
Possessions: +3 flaming longsword, Morgul-knife (+1 keen dagger), +2 composite longbow (+5 Str bonus), +3 scale mail.
Bard Spells Known (3/5/5/4/2): 0 detect magic, ghost sound, mage hand, message, read magic, resistance; 1st comprehend languages, disguise self, expeditious retreat, swift, silent image; 2nd detect thoughts, fly, swift, hold person, iron silence; 3rd crushing despair, dirge of discord, fear, speechlink; 4th shadow conjuration, spectral weapon, war cry.
Caster level 11th. Save DC 16 + spell level.
[hr]
Morgul-Knife: These +1 keen daggers have long, thin blades, and glow with a pale light. Their hilts are engraved with evil writing. Upon scoring a critical hit, the Morgul-knife breaks, and a sliver of it stays in the wound, moving slowly and inexorably toward the victim's heart. The victim is sickened unless he succeeds on a Fortitude save (DC 19); this lasts until the taint is treated (see below). 1 minute later, the victim falls into feverish unconsciousness, unless he succeeds on a Fortitude save (DC 19); this likewise lasts until treated. Each day thereafter, the victim must succeed on a Fortitude save (DC 19) or gain one negative level. These negative levels never result in actual level loss, but they last until removed. Once the victim has as many negative levels as he has character levels, he dies, and rises as a wight enslaved to the Shadow 1d10 days later.
Treating the taint of a Morgul-knife requires casting the spells remove curse, remove disease, and restoration on the victim. This ends the unconsciousness, removes the sickened condition, and dispels all negative levels.
Strong necromancy; CL 17th; Craft Magic Arms and Armor, Heighten Spell, contagion, create undead, eyebite; Price 20,301 gp.
[hr]
Fell Beast, Winged Beast: CR 10; Huge Dragon; HD 10d12+40; hp 105; Init +0; Spd 10 ft., fly 120 ft. (poor); AC 19 (-2 size, +11 natural), touch 8, flat-footed 19; Base Atk/Grp +10/+26; Atk Bite +16 melee (2d8+8) or talon +16 melee (2d6+8); Full Atk Bite +16 melee (2d8+8) and 2 wings +14 melee (1d8+4) and 2 talons +14 melee (2d6+8); Space/Reach 15 ft./10 ft.; SA Improved grab; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent, spell resistance 16; AL NE; SV Fort +11, Ref +7, Will +8; Str 27, Dex 10, Con 19, Int 6, Wis 12, Cha 9.
Skills: Hide +5, Listen +16, Move Silently +13, Spot +19
Feats: Alertness, Flyby Attack, Hover, Multiattack
Special Attacks: A fell beast can slash with its talons only when making a flyby attack.
Improved Grab (Ex): To use this ability, a fell beast must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and bites.
Edit no. 1: Summon Mount modified as per The Glyphstone's comment.
Edit no. 2: Took out the level adjustment.
The example Nazgūl, Adūnaphel the Quiet, was converted from the MERP and Rolemaster statistics in Lords of Middle Earth Vol. I. The abilities are also based on the listing and descriptions in the same book. ("Address all complaints to the Monsanto corporation.")
Nazgūl
Ringwraiths, Ślairi, Shadows, Black Wings, Black Riders, Fell Riders, Nine Riders, the Nine
"Nazgūl" is a template that can be added to any evil human of 10th level or higher that is enslaved by one of the Rings of Power (referred to hereafter as the character). The character's type changes to undead. It uses all the character's statistics and special abilities as noted here.
Hit Dice: All the character's Hit Dice (current and future) become d12s.
Speed: Same as the character. Due to their semi-real composition, Nazgūl are not slowed down by armor.
AC: The Nazgūl has +5 natural armor and a deflection bonus equal to its Charisma modifier.
Attacks: Nazgūl usually fight with martial weapons, but if disarmed they will use a touch attack.
Damage: The Nazgūl's touch attack uses negative energy to deal damage equal to 1d8 + the Nazgūl's Charisma bonus to living creatures. Each successful attack also deals 1 point of Constitution damage. A Will save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) reduces the damage by half and negates the Constitution damage.
Special Attacks: A Nazgūl retains all the character's special attacks and gains those described below.
Black Breath (Su): Three times per day, a Nazgūl can summon a cloud of noxious, evil mist as a standard action. The cloud fills a 20-foot-radius spread anywhere within a range of 100 feet + 10 feet per HD of the Nazgūl. Targets caught within the spread must succeed at a Fortitude save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) or become nauseated for 1d6 rounds, after which they fall into an unbreakable slumber for 1d% days. Victims can only be awakened by break enchantment, limited wish, or more powerful magic. Those who succeed at the save are still sickened for a number of rounds equal to the Nazgūl's HD.
Dominating Gaze (Su): Dominate person on target within 60 feet (caster level equal to the Nazgūl's HD), Will save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) negates.
Fear Aura (Su): Nazgūl are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD within 15 feet of a Nazgūl must succeed at a Will save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) or be affected as though by a fear spell cast by a sorcerer of the Nazgūl's level.
Spells: A Nazgūl can cast any spells it could while alive, unless alignment restrictions prohibit the casting of a particular spell.
Special Qualities: A Nazgūl retains all the character's special qualities and gains those described below.
Blindsight (Su): A Nazgūl is virtually blind in Arda, but its Shadow-sight and other enhanced senses give it blindsight with an unlimited range (as normal vision). However, in sunlight (including within the radius of a daylight spell), a Nazgūl's blindsight is limited to a range of 30 feet.
Damage Reduction (Su): A Nazgūl's undead body is tough and only quasi-real, giving the creature damage reduction 15/magic.
Immunities (Ex): Nazgūl are immune to cold, electricity, and polymorph in addition to those immunities possessed by undead.
Natural Invisibility (Su): A Nazgūl's physical form is permanently invisible in the physical world, but visible in the Shadow-world (so ethereal beings can see them normally, although they appear in a different form). This invisibility does not extend to anything they wear, however, so they are visible normally while wearing armor or robes.
Nature Vulnerability (Ex): Nazgūl are dazzled in bright sunlight or within the radius of a daylight spell. If faced with a stream of running, fresh water, a Nazgūl must succeed at a Will save (DC 20) or be unable to cross for 1d10 rounds, after which he may try again (but with a cumulative +1 bonus to the DC for each attempt). Being immersed in fresh running water will inflict 6d6 damage per round to a Nazgūl. When touched by a natural flame (such as a torch, but not a fireball spell or similar), a Nazgūl must succeed at a Will save (DC 10 + 1/2 wielder's level + wielder's Charisma modifier) or become panicked for 1d10 minutes.
Rejuvenation (Su): It is impossible to destroy a Nazgūl through simple combat: Sauron can summon the spirits of the ringwraiths back into Arda in a matter of 1d% days. The only way to destroy the Nazgūl permanently is to destroy the One Ring. If this happens, the ringwraiths are immediately destroyed for good.
Spell Resistance (Su): A Nazgūl gains spell resistance 20 + 1 per character level beyond 10th.
Summon Mount (Sp): A Nazgūl has the ability to summon a mount, either a horse of Mordor or a fell beast. When summoned, the mount appears within 1d10 rounds, and serves indefinitely. These are specific, unique mounts bound to the Nazgūl, and each Nazgūl can therefore only summon one horse or fell beast at any time. (Replacing dead mounts requires the Nazgūl to travel to a realm held by the Shadow where these foul beasts dwell.) This is a Conjuration [teleportation] effect.
Undead Traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Negative energy (such as an inflict spell) can heal undead creatures. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Weaponbane (Su): A nonmagical weapon striking a Nazgūl is automatically shattered and broken, as if it had been successfully sundered. It may inflict damage, if it passes the Nazgūl's damage reduction, but is destroyed regardless. Anyone striking a Nazgūl unarmed takes 2d10 damage and must succeed at a Fortitude save (DC 10 + 1/2 Nazgūl's HD + Nazgūl's Charisma modifier) or be stunned for 1d6 rounds.
Saves: Same as character.
Abilities: A Nazgūl gains +8 to Strength, +4 to Intelligence, and +6 to both Wisdom and Charisma. Being undead, it has no Constitution score.
Challenge Rating: Same as character +4.
Level Adjustment: .
[hr]
Adūnaphel the Quiet, the Seventh: CR 16; Female human (Black Nśmenórean), Bard 11/Fighter 1; Medium Undead (Augmented Humanoid); HD 12d12; hp 78; Init +2; Spd 20 ft.; AC 30 (+2 Dex, +5 natural, +6 deflection, +7 +3 scale mail), touch 18, flat-footed 28; Base Atk/Grp +9/+14; Atk +3 flaming longsword +17 melee (1d8+8 plus 1d6 fire, 19-20), or Morgul-knife +15 melee (1d4+3, 17-20/x2 plus taint), or touch +14 melee (1d8+6 plus 1 Con); Full Atk +3 flaming longsword +15/10 melee (1d8+8 plus 1d6 fire, 19-20) and Morgul-knife +13 melee (1d4+3, 17-20/x2 plus taint), or touch +14/9 melee (1d8+6 plus 1 Con); Space/Reach 5 ft./5 ft.; SA Black breath, dominating gaze, fear aura, spells; SQ Bardic knowledge, bardic music, blindsight, damage reduction 15/magic, immunity to cold, electricity, and polymorph, natural invisibility, nature vulnerability, rejuvenation, spell resistance 22, summon mount, undead traits, weaponbane; AL LE; SV Fort +5, Ref +9, Will +10; Str 20, Dex 14, Con , Int 18, Wis 16, Cha 23.
Skills: Bluff +20, Concentration +17, Decipher Script +11, Diplomacy +26, Hide +13, Knowledge (arcana) +11, Knowledge (history) +18, Knowledge (nobility and royalty) +18, Listen +17, Move Silently +13, Perform (lute) +20, Ride +9, Sense Motive +10, Spellcraft +11
Feats: Battle Caster, Combat Expertise, Eschew Materials, Lyric Spell, Mounted Combat, Two-Weapon Defense, Two-Weapon Fighting
Special Attacks:
Black Breath (Su): Three times per day, Adūnaphel can summon a cloud of noxious, evil mist as a standard action. The cloud fills a 20-foot-radius spread anywhere within a range of 100 feet + 10 feet per HD of her. Targets caught within the spread must succeed at a Fortitude save (DC 22) or become nauseated for 1d6 rounds, after which they fall into an unbreakable slumber for 1d% days. Victims can only be awakened by break enchantment, limited wish, or more powerful magic. Those who succeed at the save are still sickened for 12 rounds.
Dominating Gaze (Su): Dominate person on target within 60 feet (caster level 12th), Will save (DC 22) negates.
Fear Aura (Su): Adūnaphel is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD within 15 feet of Adūnaphel must succeed at a Will save (DC 22) or be affected as though by a fear spell cast by a sorcerer of 12th level.
Touch (Su): Adūnaphel's touch attack uses negative energy to deal damage equal to 1d8+6 to living creatures. Each successful attack also deals 1 point of Constitution damage. A Will save (DC 22) reduces the damage by half and negates the Constitution damage.
Special Qualities:
Blindsight (Su): Adūnaphel is virtually blind in Arda, but her Shadow-sight and other enhanced senses give her blindsight with an unlimited range (as normal vision). However, in sunlight (including within the radius of a daylight spell), Adūnaphel's blindsight is limited to a range of 30 feet.
Natural Invisibility (Su): Adūnaphel's physical form is permanently invisible in the physical world, but visible in the Shadow-world (so ethereal beings can see them normally, although they appear in a different form). This invisibility does not extend to anything she wears, however, so she is visible normally while wearing armor or robes.
Nature Vulnerability (Ex): Adūnaphel is dazzled in bright sunlight or within the radius of a daylight spell. If faced with a stream of running, fresh water, Adūnaphel must succeed at a Will save (DC 20) or be unable to cross for 1d10 rounds, after which she may try again (but with a cumulative +1 bonus to the DC for each attempt). Being immersed in fresh running water will inflict 6d6 damage per round to Adūnaphel. When touched by a natural flame (such as a torch, but not a fireball spell or similar), Adūnaphel must succeed at a Will save (DC 10 + 1/2 wielder's level + wielder's Charisma modifier) or become panicked for 1d10 minutes.
Rejuvenation (Su): It is impossible to destroy Adūnaphel through simple combat: Sauron can summon the spirits of the ringwraiths back into Arda in a matter of 1d% days. The only way to destroy Adūnaphel permanently is to destroy the One Ring. If this happens, the ringwraiths are immediately destroyed for good.
Summon Mount (Sp): Adūnaphel has the ability to summon a mount, either a horse of Mordor or a fell beast. When summoned, the mount appears within 1d10 rounds, and serves indefinitely. These are specific, unique mounts bound to Adūnaphel, and she can therefore only summon one horse or fell beast at any time. (Replacing dead mounts requires Adūnaphel to travel to a realm held by the Shadow where these foul beasts dwell.) This is a Conjuration [teleportation] effect.
Weaponbane (Su): A nonmagical weapon striking Adūnaphel is automatically shattered and broken, as if it had been successfully sundered. It may inflict damage, if it passes Adūnaphel's damage reduction, but is destroyed regardless. Anyone striking Adūnaphel unarmed takes 2d10 damage and must succeed at a Fortitude save (DC 22) or be stunned for 1d6 rounds.
Possessions: +3 flaming longsword, Morgul-knife (+1 keen dagger), +2 composite longbow (+5 Str bonus), +3 scale mail.
Bard Spells Known (3/5/5/4/2): 0 detect magic, ghost sound, mage hand, message, read magic, resistance; 1st comprehend languages, disguise self, expeditious retreat, swift, silent image; 2nd detect thoughts, fly, swift, hold person, iron silence; 3rd crushing despair, dirge of discord, fear, speechlink; 4th shadow conjuration, spectral weapon, war cry.
Caster level 11th. Save DC 16 + spell level.
[hr]
Morgul-Knife: These +1 keen daggers have long, thin blades, and glow with a pale light. Their hilts are engraved with evil writing. Upon scoring a critical hit, the Morgul-knife breaks, and a sliver of it stays in the wound, moving slowly and inexorably toward the victim's heart. The victim is sickened unless he succeeds on a Fortitude save (DC 19); this lasts until the taint is treated (see below). 1 minute later, the victim falls into feverish unconsciousness, unless he succeeds on a Fortitude save (DC 19); this likewise lasts until treated. Each day thereafter, the victim must succeed on a Fortitude save (DC 19) or gain one negative level. These negative levels never result in actual level loss, but they last until removed. Once the victim has as many negative levels as he has character levels, he dies, and rises as a wight enslaved to the Shadow 1d10 days later.
Treating the taint of a Morgul-knife requires casting the spells remove curse, remove disease, and restoration on the victim. This ends the unconsciousness, removes the sickened condition, and dispels all negative levels.
Strong necromancy; CL 17th; Craft Magic Arms and Armor, Heighten Spell, contagion, create undead, eyebite; Price 20,301 gp.
[hr]
Fell Beast, Winged Beast: CR 10; Huge Dragon; HD 10d12+40; hp 105; Init +0; Spd 10 ft., fly 120 ft. (poor); AC 19 (-2 size, +11 natural), touch 8, flat-footed 19; Base Atk/Grp +10/+26; Atk Bite +16 melee (2d8+8) or talon +16 melee (2d6+8); Full Atk Bite +16 melee (2d8+8) and 2 wings +14 melee (1d8+4) and 2 talons +14 melee (2d6+8); Space/Reach 15 ft./10 ft.; SA Improved grab; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent, spell resistance 16; AL NE; SV Fort +11, Ref +7, Will +8; Str 27, Dex 10, Con 19, Int 6, Wis 12, Cha 9.
Skills: Hide +5, Listen +16, Move Silently +13, Spot +19
Feats: Alertness, Flyby Attack, Hover, Multiattack
Special Attacks: A fell beast can slash with its talons only when making a flyby attack.
Improved Grab (Ex): To use this ability, a fell beast must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and bites.
Edit no. 1: Summon Mount modified as per The Glyphstone's comment.
Edit no. 2: Took out the level adjustment.