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    Oct 2009

    Default Compiled LOTR Monster Thread

    At the suggestion of Admiral Squish, I'm putting all the monsters for Lord of the Rings (and related books)in this thread, and will update it when I can. If there are any comments or questions (or suggestions on how to make them better), feel free to post (I'd appreciate it).

    Map of Middle-Earth
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    For those not familiar with Middle-Earth (this should help with the environment part of the statistics block too).


    Map of Beleriand
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    Many Ancient Evils come from Beleriand, a land flooded by the Ocean during the War of Wrath.


    Orcs
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    Moria Goblin, 1st Level Warrior
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    Small Humanoid (Orc)
    Hit Dice:
    1d8+2 (6 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), Climb 20 ft.
    Armor Class: 13 (+2 leather armor, +1 size), touch 11, flat footed 13
    Base Attack/Grapple: +1/-2
    Attack: Short sword +2 melee (1d4+1 damage), or shortbow +1 ranged (1d4 damage)
    Full Attack: Short sword +2 melee (1d4+1 damage), or shortbow +1 ranged (1d4 damage)
    Space/Reach: 5ft./5ft.
    Special Attacks: Battle-shriek
    Special Qualities: Resistance to Poison, Light Blindness
    Saves: Fort +4, Ref +2, Will -1
    Abilities: Str 13, Dex 11, Con 14, Int 8, Wis 9, Cha 6
    Skills: Hide +2, Move Silently +2, Climb +12, Craft (Siegecraft) +4
    Feats: Lightning Reflexes
    Environment: The Mines of Moria
    Organization: Solitary, swarm (5-20), troop (15-35 plus 1-4 Cave Trolls plus 1 3rd level leader for every 10 goblins), or tribe (100-850 plus 5-10 cave trolls plus 1 3rd level leader for every 10 goblins plus 1 8th level leader for every 200 goblins plus 1 14th level chieftain)
    Challenge Rating: ½
    Treasure: Standard
    Alignment: Often Lawful evil
    Advancement: By character class
    Level Adjustment: +0

    Light Blindness (Ex): Sudden exposure to bright light (such as sunlight or a daylight spell) blinds Moria for 1 round. In addition, they take a –1 circumstance penalty on attack rolls, saves, and checks when in bright light (as though dazzled). In addition, for every hour left in the sun, a Moria Goblin must make a fort save (DC 10 + number of hours in sunlight), or suffer 1d6 nonlethal points of damage. This damage does not heal until the Moria Goblin is in complete darkness, and even then, the damage heals by one point per hour.

    Battle-Screech (Ex): Once per day as a standard action, a Moria Goblin can emit a horrible shriek as a 15-foot-radius burst centered on itself. Any creature in the affected area gets a -1 morale penalty to attacks and skill checks. A successful Reflex save (DC 10 + 1/2 the Moria Goblin’s character level + the Moria Goblin’s Con modifier) prevents the morale penalty. A barbarian can use it’s shriek when raging.
    The shriek’s penalty increases by 1 at 3rd level and every three levels thereafter (-3 at 6th, -4 at 9th, and so on), up to a maximum of a -5 penalty at 12th level.

    Resistance to Poison: Orcs are infamous for their use of poisoned arrows, and the Goblins of Moria are no exception. Unlike others of their kind, the Moria Goblins regularly war with each other over the scarce territory. As a result, after centuries of poisoning each other, they have adapted to poisons of many kinds and get a +2 bonus to all Fortitude saves to prevent the effects of poison.

    Skills: Due to their longer arms and ape-like build, Goblins of Moria have a +4 racial bonus on Climb checks. All Orcs (creatures with the Orc subtype) have a +5 bonus to Craft (Siegecraft) checks.

    --------------------------------------------------------------------
    History
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    The Orcs of the Misty Mountains are a nasty breed indeed. Among the worst are the Goblins of Moria, small but cruel Orcs that inhabit the old Dwarven kingdom of Khazad-Dûm. Long have they lived under the earth, like a stain beneath the Misty Mountains since the first age of the world ended. They lived in Mount Gundaband for a time, before conquering the Dwarven city after its original inhabitants were killed by a powerful demon of smoke and fire. Khazad-Dûm was forever known afterwards as Moria, or “Black Chasm” in the tongue of the Wood-elves.

    They inhabited the Mines of Moria for many years, and slowly corrupted and twisted it. They maintained Moria through several conflicts, including the War of the Dwarves and Orcs (in which their leader, Azog, fell), and the Battle of Five Armies (which resulted in the death of Bolg, son of Azog, and the routing of many Orc-holdouts by the Beornings afterwards).


    Campaign Notes (War of the Ring)
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    Now, the Goblins of Moria are amassing in power once more. They are multiplying and attacking in numbers that have not been seen since their assault on Erebor. Under the leadership of a new king, they are allying themselves with several other natives of the Misty Mountains. Currently, they are attempting to ally with Dol Guldur, while emissaries of the White-Hand arrive from the south to sway them to Isengard’s will. Regardless of who they ally with, the combined forces of both factions will be able to gain unrivalled dominance in the land west of the Misty Mountains, Eriador.

    Descriptions:
    The orcs of Middle-Earth have a variety of appearances. These are three samples of how different members of this race can look:

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    A small, pale green orc with a bat-like face charges, sword drawn. It shouts out orders to its inferiors, with a bloodlust in his eye.

    A small goblin with black skin and red eyes appears out of the dark tunnel ahead. Running swiftly, it heads towards you, gnashing its teeth.

    A squat, swarthy bug eyed goblin can be seen climbing on the wall. It draws its sword, and drops itself onto one of your companions, shrieking all the way down.


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    A Moria Goblin (Movie Trilogy)


    *For those who aren't familiar with Tolkien's works, the word Goblin is interchangeable with Orc.


    Snuffler, 1st Level Warrior
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    Medium Humanoid (Orc)
    Hit Die:
    1d8+1 (5 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+2 leather armor +1 Dodge), touch 10, flat footed 13
    Base Attack/Grapple: +1/+1
    Attack: Dagger +1 melee (1d4 damage), or longbow +2 ranged (1d8+1 damage)
    Full Attack: Dagger +1 melee (1d4 damage), and longbow +2 ranged (1d8+1 damage)
    Space/Reach: 5ft./5ft.
    Special Attacks: ----
    Special Qualities: Light Blindness, Scent
    Saves: Fort +3, Ref +1, Will +0
    Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 8
    Skills: Survival +4 (+10 when tracking), Listen +2, Spot +2, Craft (Siegecraft) +5
    Feats: Track, Dodge
    Environment: Mordor
    Organization: Solitary, or tracking group (1-2 Snufflers plus 1-5 Warrior Orcs)
    Challenge Rating: ½
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: +0

    Light Blindness: Sudden exposure to bright light (such as sunlight or a daylight spell) blinds Snufflers for 1 round. In addition, they take a –1 circumstance penalty on attack rolls, saves, and checks when in bright light (as though dazzled). In addition, for every hour left in the sun, a Snuffler must make a fort save (DC 10 + number of hours in sunlight), or suffer 1d6 nonlethal points of damage. This damage does not heal until the Snuffler is in complete darkness, and even then, the damage heals by one point per hour.

    Scent (Ex): Snufflers can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature is detected, the Snuffler does not know its exact location.

    Skills: Snufflers get an extra +2 racial bonus to Survival skills when tracking, and gains an additional +4 from the scent quality. Like all Orcs, Snufflers gain a +5 bonus to Craft (Siegecraft).

    Feats: Snufflers gain Track as a racial feat.


    History
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    The Snufflers of Middle-Earth were bred by Sauron from the fastest, most perceptive of Orcs. They make perfect trackers, often used to follow fleeing soldiers in the constant battles in Osgiliath and Ithilien. With their overdeveloped sensory organs (and one large nostril), they tend to be highly effective in their tasks. Generally, they are deployed with the stronger common Orcs that eliminate a threat once it has been found. Still, Snufflers are able to skillfully slay inexperienced adventurers, using their enhanced dexterity and knowledge of the surrounding wilderness.


    Campaign Notes (War of the Ring)
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    Almost all of the Orc tribes of Middle-Earth have access to at least one or two Snufflers. If a party of adventurers or heroes ever bite off more than they can chew and flee, it can be guaranteed that a Snuffler and company are not far behind.


    Sample Descriptions:
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    An Orc, slightly smaller then the others, appears ahead, sniffing the ground and growling. It seems to pick up a scent, and convinces his companions to follow.

    An Orc with pale red skin and a large nostril appears. He seems to have unnatural talent at noticing his surroundings, as he knows that someone is watching him. He just doesn’t know it’s you.

    A black orc stares down at you from atop a hill ten yards away. He starts shouting, “They’re o’er here!”


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    An Snuffler



    Uruk-hai, 3rd Level Warrior
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    Medium Humanoid (Orc)
    Hit Die:
    3d8+3 (15 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares) (40 ft. when not in armor)
    Armor Class: 16 (+5 breast plate, +1 light steel shield), touch 10, flat footed 16
    Base Attack/Grapple: +3/+5
    Attack: Longsword +5 melee (1d8+2 damage), or composite longbow +3 ranged (1d8 damage)
    Full Attack: Longsword +5 melee (1d8+2 damage), or composite longbow +3 ranged (1d8 damage)
    Space/Reach: 5ft./5ft.
    Special Attacks: ----
    Special Qualities: Ferocity, Damage Reduction 1/--, Tireless, low-light vision
    Saves: Fort +5, Ref +1, Will +1
    Abilities: Str 15, Dex 11, Con 14, Int 10, Wis 11, Cha 6
    Skills: Craft (Siegecraft) +5, Intimidate +4, Spot +6, Listen +6, Survival +6
    Feats: Endurance, Power Attack, Cleave
    Environment: Rohan
    Organization: Solitary, or battle-group (10-50 Uruks plus 1 5th level Uruk for every 10)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Often Lawful Evil
    Advancement: By character class
    Level Adjustment: +2

    Ferocity (Ex): An Uruk is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

    Tireless (Ex): Uruk-hai are bred to always be able to fight, no matter what the conditions. They do not need to make Con checks because of forced march, and do not suffer any of the effects of sleep deprivation. This grants Endurance as a bonus feat.

    History
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    The Uruk-hai of Isengard are a new breed of Orc introduced a few years ago. Saruman bred them from the mixing of human and Orc blood, similar to the methods used by Sauron to create his race of Uruk-hai earlier in the Third Age. Uruk-hai, a name that literally translates to “Orc-folk” from Blackspeech, are most likely the toughest race of Orcs in existence.


    Campaign Notes (War of the Ring)
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    Currently, there are over ten thousand Uruk-hai of Isengard in the world, but that number is increasing every day. They have recently been raiding the nearby country of Rohan. The King, Théoden, does nothing to stop their advance.


    A group of Orcs step out into the clearing. They are very peculiar looking, for Orcs. They seem to have a uniformed appearance, each wearing the same type of armor with light metal shields. Painted of their equipment is the symbol of Isengard, the White-Hand. Unlike common Orcs, these creatures are nearly man-high and stand erect. They don’t wield the curved blades that is signature for most Orcs, instead using large, straight-edged ones.

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    A vicious Uruk



    Black Orc, 1st Level Warrior
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    Medium Humanoid (Orc)
    Hit Die:
    1d8+3 (7 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares) (40 ft. when not in armor)
    Armor Class: 14 (+4 scale), touch 10, flat footed 14
    Base Attack/Grapple: +1/+3
    Attack: Shortsword +3 melee (1d6+2 damage)
    Full Attack: Shortsword +3 melee (1d6+2 damage)
    Space/Reach: 5ft./5ft.
    Special Attacks: ----
    Special Qualities: Ferocity, Tireless, light sensitivity, darkvision 60 ft.
    Saves: Fort +5, Ref +0, Will +2
    Abilities: Str 15, Dex 11, Con 16, Int 8, Wis 11, Cha 6
    Skills: Craft (Siegecraft) +5, Intimidate +2, Spot +2, Listen +2
    Feats: Endurance, Iron Will
    Environment: Morannon
    Organization: Solitary, or horde (6-83 Uruks plus 1 5th level Uruk for every 10)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Often Chaotic Evil
    Advancement: By character class
    Level Adjustment: +2

    Ferocity (Ex): An Uruk is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

    Tireless (Ex): Uruks are bred to always be able to fight, no matter what the conditions. They do not need to make Con checks because of forced march, and do not suffer any of the effects of sleep deprivation. This grants Endurance as a bonus feat.

    Light Sensitivity (Ex):
    Black Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

    History
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    The original Uruk-hai were created in Mordor during the mid-Third Age. Sauron made them to improve the common Orcs and make them more resistant against the sun. The Uruks made their first appearance in battle when they marched out of Mordor in year 2475 of the Third Age, where they finally rendered Osgiliath uninhabitable and conquered Minas Morgul. These Uruk-hai appear more Orkish than the Isengarders, and are less adapted to the sun.


    Campaign Notes (War of the Rings)
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    The Black Orcs currently live in huge Uruk-pits dotting the mountains near the Black Gate of Morannon. They are the ever-watching guardians of Mordor, and as a result are nicknamed “Morannon Orcs.” Isengard’s Uruk-hai are an improved version of this race, and each subrace believes the other to be inferior.


    Descriptions
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    A large, gray Orc with pustules appears, wearing armor with the Great Eye painted on it. He growls, baring his yellowed teeth.

    A man-sized Orc with dark green skin appears from the darkness. His stringy black hair covers only a few parts on his head. He appears to be suffering from some sort of poisonous condition.

    A large Uruk with fair skin appears ahead. He is partially disfigured, as though a disease has previously ravaged his body.


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    A troop of Uruk-hai of Mordor


    Boldog
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    Medium Outsider (Native, Orc)
    Hit Die: 20d8+180 (260 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+6 natural +5 chainmail), touch 10, flat footed 21
    Base Attack/Grapple: +20/+27
    Attack: Keen Longsword +27 melee (1d8+7 damage), or Wounding dagger +27 melee (1d4+7 damage plus 1 con damage)
    Full Attack: Keen longsword +27 melee (1d8+7 damage), and Wounding dagger +21 melee (1d4+7 damage plus 1 con damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blinding Flash
    Special Qualities: Command Orc, Aura of Bolstering, Aura of Intimidation, Damage Reduction 10/Elven
    Saves: Fort +19, Ref +15, Will +19
    Abilities: Str 24, Dex 16, Con 28, Int 26, Wis 25, Cha 27
    Skills: Bluff +24, Diplomacy +22, Intimidate +28, Heal +16, Spot +15, Listen +8, Knowledge (History) +35, Craft (Siegecraft) +5
    Feats: Power Attack, Cleave, Great Cleave, Lightning Reflexes, Iron Will, Persuasive, Quick Draw
    Environment: Any (usually somewhere with Orcs)
    Organization: Solitary, or tribe (1 Boldog plus 20-700 Orcs of any kind)
    Challenge Rating: 21
    Treasure: Double Standard
    Alignment: Always Lawful Evil
    Advancement: 21-40 HD (Medium)
    Level Adjustment: -----

    Dominate Orc (Sp): A Boldog can control an Orc as though through a dominate spell. To remain in control of themselves, they must make a Will save (DC 33).

    Aura of Bolstering (Su): When within 60 ft. of the Boldog, allies gain a +2 bonus to all attack, damage, and skill rolls. If brought into an anti-magic field, this ability can be activated as a free action after leaving it.

    Aura of Intimidation (Su): When within 30 ft. of a Boldog, enemies have a -2 penalty to all attack, damage, and skill rolls. If brought into an anti-magic field, this ability can be activated as a free action after leaving it.

    Blinding Flash (Su): When killed, a flash of bright red light appears from the killing wound. It is not certain what makes this flash (some Elves speculate it is the creature's fëar dying forever), but it causes all creatures within 30 ft. are treated as blinded for two rounds.

    History
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    Boldogs have been integrated into Orc society since before the First Age. They are among Morgoth's most fanatical followers. They chose to become incarnated into Orkish hröa permanently. They are immortal, and live usually as leaders of Orcs. Morgoth used them to keep Orcs organized and to restrain the Orcs' chaotic tendencies. Few still live (the most prominent, the Great Goblin of Goblin-town, died decades ago), but they are highly feared. When a Boldog dies, it does not revert to Eälar form. Some say that their fëar are totally destroyed upon death.


    Campaign Notes (War of the Ring)
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    Rumors speak of a large Orc organizing the Goblins in Moria, preparing for war with Eriador. The Goblins almost worship him, as though he is a lesser god...

    A great Orkish military leader going by the name of Gothmog has been appearing leading armies by the borders of Mordor. He is the Witch-king's second in command, and some say that he is not an Orc, but something more powerful that has taken Orc form.

    An Orc appears, but something seems slightly off. This Orc is of great stature, even taller then the Uruk-hai, and the air around him seems cold and stale. This thing is no mere Orc....

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    The Great Goblin, who Tolkien suggested might have been a Boldog in his later writings.



    Dragons
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    Scatha
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    Colossal Dragon (Urulóki, Great)
    Hit Points:
    1,200
    Initiative: +5
    Speed: 20 ft. (4 squares), burrow 40 ft.
    Armor Class: 26 (-4 size, +5 Dex, +25 natural), touch 6, flat footed 21
    Base Attack/Grapple: +48/+76
    Attack: Bite +65 melee (4d6+17 damage)
    Full Attack: Bite +65 melee (4d6+17 damage)
    Space/Reach: 30 ft./ 35 ft.
    Special Attacks: Fiery Breath, improved grab, swallow whole
    Special Qualities: Tremor sense 60 ft., Scent, immunity to paralysis, Dragon-spell, Damage Reduction 16/Dwarven
    Saves: Fort +35, Ref +28, Will +34
    Abilities: Str 32, Dex 20, Con 34, Int 19, Wis 10, Cha 15
    Skills: Appraise +55, Intimidate +53, Handle Animal +51, Bluff +53, Sense Motive +51, Listen +23
    Feats: Awesome Blow, Cleave, Improved Bullrush, Power Attack, Weapon Focus (Bite), Improved Toughness, Great Cleave, Great Fortitude, Iron Will, Lightning Reflexes, Improved Natural Attack (Bite), Crush (4d8)*, Improved Scent*, Irresistible Gaze*, Thick-Skinned (3)*
    Environment: Grey Mountains
    Organization: Dead
    Challenge Rating: Mid-20s
    Treasure: Quadruple Standard
    Alignment: Neutral Evil

    Breath Weapon (Su): Scatha can breathe a 30 ft. cone of fire, which deals 12d10 points of fire damage. The reflex save DC required to cut the damage in half is 46.

    Improved Grab (Ex): To use this ability, Scatha must hit an opponent of up to one size smaller with its bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

    Swallow Whole (Ex): A creature grappled because of Scatha’s bite attack can be swallowed automatically next time he has a turn. Those swallowed suffer 1d8+12 crushing damage plus 1d8 fire damage plus 8 acid damage every round from the Scatha’s stomach. To escape, 30 points of slashing or piercing damage must be done to the his stomach (AC 23). If the swallowed creature escapes the grapple, success puts it back in the Scatha’s mouth, where it may be bitten or swallowed again.

    Dragon-spell (Sp): At will, Scatha can cast his dragon-spell by gazing at an enemy. The enemy must succeed on a Will save (DC 36), or be effected. Dragon-spell has a number of effects, and Scatha chooses the effect before gazing. They can be Charm Person, Charm Monster, Dominate Person, Dominate Monster, Hold Person, Hold Monster, or Mind Blank. They are cast as though by a 20th level Sorcerer.

    *Feats are from Savage Species.

    History
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    Scatha was a Great Long-worm and the last of his kind. He lived in Withered Heath, and participated in the perpetual war of the Dwarves and Dragons. He watched as all his kin were killed by the Dwarves of the Grey Mountains. In a last ditch effort, he gathered a group of his lesser cousins and attacked, driving the Dwarves out of the mountains. He lived there until the early Third Age, when Fram of Rohan slew him. So ended the last of the Great Race of Long-worms.


    Campaign Notes (War of the Rings)
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    Scatha has been dead for centuries, but part of his hoard made the people of Rohan the rich men they are today. After Scatha’s death, the Dwarves of the Grey Mountains wanted to reclaim their treasure. They fought for it, and the two groups still have bitter feelings about it today.


    A colossal, black snake-like dragon appears. He is surrounded by his lesser kin. Unlike his distant relatives, he has a spark of evil intelligence in his eyes and two arms that help him crawl upon the floor.

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    Fram battles Scatha



    Long-worm
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    Gargantuan Dragon (Urulóki)
    Hit Die:
    16d12+112+16 (224 hp)
    Initiative: -2
    Speed: 10 ft. (2 squares), burrow 40 ft.
    Armor Class: 24 (-4 size, -2 Dex, +25 natural), touch 4, flat footed 24
    Base Attack/Grapple: +16/+40
    Attack: Bite +25 melee (2d8+12 damage)
    Full Attack: Bite +25 melee (2d8+12 damage)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Fiery Breath, improved grab, swallow whole
    Special Qualities: Tremor sense 60 ft., Scent, immunity to paralysis, Damage Reduction 10/Dwarven
    Saves: Fort +17, Ref +8, Will +9
    Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
    Skills: Listen +18, Intimidate +20
    Feats: Awesome Blow, Cleave, Improved Bullrush, Power Attack, Weapon Focus (Bite), Improved Toughness
    Environment: Withered Heath
    Organization: Solitary
    Challenge Rating: 17
    Treasure: Double Standard
    Alignment: Always Neutral Evil
    Advancement: 16-32 HD (Gargantuan), 33-48 HD (Colossal)

    Breath Weapon (Su): A long-worm can breathe a 30 ft. cone of fire, which deals 8d10 points of fire damage. The reflex save DC required to cut the damage in half is 25.

    Improved Grab (Ex): To use this ability, a Long-worm must hit an opponent of up to one size smaller with its bite attack. 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 can try to swallow the foe the following round.

    Swallow Whole (Ex): A creature grappled because of the Long-worm’s bite attack can be swallowed automatically next time the Long-worm has a turn. Those swallowed suffer 1d8+12 crushing damage plus 1d8 fire damage plus 8 acid damage every round from the long-worm’s stomach. To escape, 30 points of slashing or piercing damage must be done to the creature’s stomach (AC 23). If the swallowed creature escapes the grapple, success puts it back in the long-worm’s mouth, where it may be bitten or swallowed again.

    History
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    The Great Dragons of Middle-earth have been extinct for many decades. Unfortunately, the lesser dragons are continually spawning animalistic breeds. The long-worms are a vicious burrowing breed originating from the Great Long-worms of the Second Age. They live in the ancient ancestral dragon breeding area, Withered Heath. They have been hunted to near extinction by Dwarves of the Iron Hills, but they are still powerful enough to send many running for their lives.


    Campaign Notes (War of the Ring)
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    The Long-worms of Middle-Earth, along with most breeds of dragon-kind, are being summoned to service by Sauron. Many of these beasts have been seen burrowing towards Erebor. What exactly their purpose is, is unknown, but rumors persist that they are being used to reclaim the domain that Smaug the Golden, last of the great dragons, lost long ago.


    A large, snake-like dragon with whitish scales appear. It has no eyes, but seems to be able to detect you in some other way. It crawls towards you. It opens his mouth, and a stream of fire erupts from its gullet

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    Dragon of Utumno




    Legendary Creatures
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    Mewlip
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    Medium Nameless (Ancient Evil)
    Hit Die:
    12d8+24 (72 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +9/+14
    Attack: Claw +14 melee (1d6+5 damage)
    Full Attack: 2 claws +14 melee (1d6+5 damage)
    Space/Reach: 5 ft./10 ft.
    Special Attacks: Improved Grab, Constrict
    Special Qualities: Darkvision 120 ft., Damage Reduction 15/Beleriand
    Saves: Fort +6, Ref +7, Will +5
    Abilities: Str 20, Dex 15, Con 15, Int 7, Wis 13, Cha 7
    Skills: Hide +11, Listen +5, Spot +4, Move Silently +12,
    Feats: Improved Initiative, Lightning Reflexes, Stealthy, Blind-fight, Alertness
    Environment: Unknown
    Organization: Cavern-host (4-8 Mewlips)
    Challenge Rating: 7
    Treasure: Standard (double coins)
    Alignment: Usually Chaotic Evil
    Advancement: 13-24 HD (Medium); 25-36 HD (Large)
    Level Adjustment: ----

    Constrict (Ex): A choker deals 1d6+5 points of damage with a successful grapple check against a Huge or smaller creature.

    Improved Grab (Ex): To use this ability, a Mewlip must hit a Huge or smaller opponent with a claw attack. 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 can constrict.

    History
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    The Mewlips are only mentioned in a hobbit-poem of the same name. They are supposedly a race of slimy green-skinned creatures with ruby red eyes. According to the poem, they live “over the Merlock Mountains.” Most people believe the hideous, dangerous creatures called Mewlips are just a Hobbit myth used to discourage young Hobbit-lads and –lasses from adventuring.


    Campaign Notes (War of the Ring)
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    What few people realize is that the Mewlips are in fact a minor race found on the edges of Mirkwood. The “Merlock Mountains” are the Misty Mountains, while the “Spider-shadows” are probably the Spider-lairs in Mirkwood. The long-road is the Old Forest Road. They live in an abandoned fortress across the Celduin River. They are rare, and one of the few non-evil races to not be thralls of Sauron. They indistinguishably kill all who enter their home, and collect their gold and bones in a bag.


    A slimy dark-green hand races out of the shadows and drags on of your companions in. You see red eyes in the darkness. You hear your friend screaming, followed by a crunching sound and blood spurting at you. When seen in torch-light, the hideous creature appears as an amphibious, hairless ape.

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    The Mewlips



    Balrog
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    Huge Outsider (Ancient Evil, Fire, Shadow)
    Hit Die:
    60d8+720+60 (1,020 hp)
    Initiative: +10
    Speed: 40 ft. (8 squares), Fly 5 ft.
    Armor Class: 36 (-2 size, +6 Dex, + 22 natural), touch 14, flat footed 30
    Base Attack/Grapple: +20/+43
    Attack: Flaming Whip +41 melee (1d6+15 nonlethal damage plus 3d6 fire damage)
    Full Attack: Flaming Whip +41 melee (1d6+15 nonlethal damage plus 2d6 fire damage), or Flaming Greatsword +41 melee (4d6+15 damage plus 3d6 fire damage), or Shadow Axe +41 melee (4d6+15 damage plus 6d6 unholy damage).
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Entangle, Fiery Breath, Death Throes
    Special Qualities: Damage Reduction 15/Beleriand, darkvision 60 ft., flaming body, spell resistance 30, true seeing, Shadowy aura, immunity to fire, vulnerability to cold
    Saves: Fort +45, Ref +39, Will +45
    Abilities: Str 41, Dex 23, Con 34, Int 24, Wis 24, Cha 26
    Skills: Hide +26 (46 when in darkness), Intimidate +64, Listen +40, Move Silently +42, Search +69
    Feats: Improved Toughness, Cleave, Improved Initiative, Power Attack, Weapon Focus (Greatsword), Weapon Focus (Whip), Weapon Focus (Great Axe), Weapon Specialization (Greatsword), Weapon Specialization (Whip), Weapon Specialization (Greataxe), Greater Weapon Focus (Greatsword), Greater Weapon Focus (Whip), Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greatsword), Greater Weapon Specialization (Whip), Greater Weapon Specialization (Greataxe), Improved Critical (Whip), Improved Critical (Greatsword), Improved Critical (Greataxe), Bonus Breath, Great Constitution, Great Strength
    Environment: The Bowels of the Earth
    Organization: Solitary
    Challenge Rating: 21
    Treasure: Double Standrad
    Alignment: Always Lawful Evil
    Advancement: 61-120 (Huge) 121-180 (Gargantuan) 181+ (Colossal)
    Level Adjustment: ----

    Death Throes (Ex): When killed, a Balrog explodes in a blinding flash of light that deals 200 points of damage to anything within 100 feet (Reflex DC 40 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

    Entangle (Ex): A Balrog’s flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the Balrog immediately make opposed Strength checks; if the Balrog wins, it drags the target against its flaming body (see below). The target remains anchored against the Balrog’s body until it escapes the whip.

    Breath Weapon (Su): A Balrog can snort a 15 ft. cone of fire from it's nostrils, which deals 4d4 points of fire damage. It can do this twice a day.

    Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d10 points of fire damage each round.

    Shadow Aura (Su): A Balrog has a twnety-foot aura surrounding it. Inside this area, Orcs do not suffer from light blindness. Treat as though the area is under the influence of a darkness spell. Balrogath can turn this power on and off as a free action.

    History
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    Balrogath (singular: Balrog) were originally Ainur, but they were seduced by Morgoth with secrets of power. They took the form of huge demons of fire and shadow. They soon became the most feared of all Morgoth's servants, able to slaughter entire legions. Their leader, Gothmog, rivaled even Sauron in power. They were highly influential during the First Age, despite the fact that there was no more then a dozen of them. Most of them died during the War of Wrath of directly before (seven in total), and have not been seen since.


    Campaign Notes (War of the Ring)
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    Balrogs have been gone for so long, only the Elves remember them. There is rumor of a demon of shadow and fire lurking in Moria. There are at least two left in existence.


    A huge nothing can be seen ahead of you. Even in daylight, an area of blackness exists. It is not dark, though. Rather, it is something worse, an unlight. In it is an evil flame. A horned head forms, as well as arms and wings of shadow. A whip of fire forms, and smoke clouds the area. Fire jets out of his nostrils.

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    Gandalf faces the Balrog in Moria




    Trolls
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    Hill Troll
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    Large Giant (Earth)
    Hit Die:
    8d8+56 (88 hp)
    Initiative: -2
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (-1 size, +12 natural), touch 9, flat footed 21
    Base Attack/Grapple: +6/+16
    Attack: Warhammer +12 melee (2d8+6 damage)
    Full Attack: Warhammer +12 melee (2d8+6 damage)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: ----
    Special Qualities: Sunlight Petrification, Bellowing Rage, Damage Reduction 5/Piercing
    Saves: Fort +12, Ref +1, Will +2
    Abilities: Str 21, Dex 7, Con 22, Int 8, Wis 9, Cha 4
    Skills: Intimidate +4, Listen +2, Spot +2
    Feats: Power Attack, Endurance, Diehard
    Environment: Ettenmoors
    Organization: Solitary, Pair, Foraging Party (3-7 Hill-trolls)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: +2

    Sunlight Petrification (Su): A Hill-Troll cannot survive in sunlight. Every round, a Hill-Troll must make a Fort save (DC 30+ number of rounds in sunlight), or become permanently petrified.

    Bellowing Rage (Ex): Once a day, when angered, a Hill-Troll can go into a rage similar to that of a Barbarian, except that he is not fatigued afterwards. This rage lasts until either the Troll dies, or one of his opponents fall below 0 Hit Points.


    History
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    Not much is known about Stone-Trolls, sometimes called Hill-Trolls, except that they are native to Northern Middle-Earth. They are slightly more intelligent then other breeds of trolls, able to communicate with each other as well as other races. Unfortunately, most conversations tend to end up becoming violent arguments. They lived for a long time in the land surrounding Rivendel, an area called Trollshaws. They used to waylay travelers to use them as food and a way to gain resources. One such group captured a company of Dwarves -and a hobbit- decades ago. Since then, the Elves and the Dunedain have chased them back to their ancestral homes, the Ettenmoors. As vengeance, they kidnapped the Chieftain of the Dunedain, Arador, and killed him.


    Campaign Notes (War of the Ring)
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    A shadow now grows in the region Eriador, and the small area previously known as the Trollshaws is no exception. Under the thralldom of some evil presence, the Stone-Trolls are mobilizing and attacking in an organized matter. Many elves are panicked, because trolls are not intelligent enough to make strategies on their own. Whoever is controlling them must be powerful indeed....


    Descriptions
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    A large, but still small by Troll standards, creature lumbers forward. It is huge, with light brown tufts of fur and tan scales. It wields a massive hammer.

    A large statue stands in the middle of a forest, around a still burning campfire. In it's hands is some roast mutton, still warm. It is almost as though this horned visage was alive, a few moments ago.


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    A horned Hill-troll



    Cave-Troll
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    Huge Giant (Earth)
    Hit Die: 12d8+120 (168 hp)
    Initiative: -2
    Speed: 50 ft. (10 squares)
    Armor Class: 28 (-2 size, +20 natural armor), touch 8, flat footed 28
    Base Attack/Grapple: +9/+24
    Attack: Slam +16 melee 3d6+7 damage), or rock +7 ranged (2d8+7 damage)
    Full Attack: 2 Slams +16 melee (3d6+7 damage), or rock +7 ranged (2d8+7 damage)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Sunlight Petrification, Damage Reduction 10/Piercing, Rock Catching
    Saves: Fort +18, Ref +2, Will +5
    Abilities: Str 25, Dex 7, Con 30, Int 3, Wis 13, Cha 5
    Skills: Intimidate +5, Listen +2
    Feats: Endurance, Diehard, Improved Critical (Slam), Point Bank Shot, Power Attack
    Environment: Moria
    Organization: Solitary, Pair, or Tribe (4-15)
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 13-24 HD (Huge)
    Level Adjustment: -----

    Rock Throwing (Ex): Cave-Trolls use their brute strength to throw rocks over huge distances. They can throw small-sized rocks over a distance of five range increments (range 140 ft.).

    Rock Catching (Ex): Once per round, a Cave-Troll can attempt to catch a rock thrown to hit him. They must make a reflex save to catch it (DC 15 for a small-sized one, DC 20 for medium-sized rocks, or DC 25 for large rocks). Trolls must be ready and aware of the attack to do this.

    Sunlight Petrification (Su): A Cave-Troll cannot survive in sunlight. Every round, a Cave-Troll must make a Fort save (DC 30+ number of rounds in sunlight), or become permanently petrified.

    History
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    The Cave Trolls infest the northern regions of Middle-Earth. Found inhabiting various caves and tunnels (especially in or around mountains), they are a deadly thing indeed. The largest population of Cave-trolls are in Moria, where they are enslaved by Goblins.

    Campaign Notes (War of the Ring)
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    Cave-Trolls are becoming more bold, actually leaving their darkened homes to go on raids against the Elves for their Goblin masters. Even more dangerous then the Cave-trolls under Goblin control are the free ones, for they are stupid and getting desperate to keep their freedom (even if it means charging into settlements to get the supplies they need).


    A large, scaly Cave-troll arrives in the darkness. It is of huge stature, and its scales and flaps of skin are dark green in color. Its feet are flat and toeless.

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    A Cave Troll of Moria (LOTRO)



    Olog-hai
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    Large Giant
    Hit Die: 15d8+75+15 (250 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 22 (-1 size +8 natural armor +5 Breast plate), touch 9, flat footed 22
    Base Attack/Grapple: +11/+20
    Attack: Oversized Greatsword +16 melee (4d6+5 damage)
    Full Attack: Oversized Greatsword +16 melee (4d6+5 damage)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: ----
    Special Qualities: Damage Reduction 15/Piercing
    Saves: Fort +14, Ref +4, Will +3
    Abilities: Str 20, Dex 9, Con 21, Int 10, Wis 6, Cha 4
    Skills: Intimidate +15, Listen +5, Spot +4, Survival +19
    Feats: Improved Toughness, Power Attack, Cleave, Great Cleave, Improved Bullrush, Improved Sunder
    Environment: Mordor
    Organization: Solitary, or Battle Group (2-4 Olog-hai plus 3-6 Mountain-Trolls)
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: 16-30 HD (Large) 31-45 HD (Huge)
    Level Adjustment: ----

    Oversized Weapon: An Olog-hai wields a (huge) oversized greatsword with no penalty.

    History
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    The Olog-hai is a very recent race of Troll, bred into existence about two decades ago by Sauron, through experimentation with Orcs and Mountain-Trolls. The Olog-hai shares their Trollish ancestor's strength and their Orkish parent's (average) intelligence. Olog-hai can be found in Mordor, and Dol Guldur.


    Campaign Notes (War of the Ring)
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    The Olog-hai are Sauron's newest generation of Troll. They are being trained as champions of darkness, commanding lesser Trolls and Orcs. If these mighty beasts ever leave the fortresses they lurk in now, they will wreak more havoc more then any of Sauron's current servants could ever do.


    A mighty beast comes out of the gates, a bloodlust in his eye. It has tannish skin, and is proportioned more like a human then a troll. He has more Orc-like features. In fact, if it wasn't for his size, he could be easily mistake for an Orc.

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    An Olog-hai.


    Mountain-Troll
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    Huge Giant
    Hit Die: 15d8+60 (120 hp)
    Initiative: -3
    Speed: 30 ft. (6 squares)
    Armor Class: 22 (-2 size +14 natural armor), touch 8, flat footed 22
    Base Attack/Grapple: +9/+29
    Attack: Greatclub +21 melee (3d8+12 damage), or rock +6 ranged (2d8+7 damage)
    Full Attack: Greatclub +21 melee (3d8+12 damage), or two Slams +21 melee (3d6+12 damage), or rock +6 ranged (2d8+7 damage)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Rock Throwing
    Special Qualities: Damage Reduction 24/Piercing, Rock Catching
    Saves: Fort +15, Ref +2, Will +6
    Abilities: Str 25, Dex 4, Con 19, Int 3, Wis 12, Cha 4
    Skills: Intimidate +5, Spot +5, Listen +4, Balance -1, Climb +14
    Feats: Area Attack (1d8)*, Great Fortitude, Cumbrous Fortitude*, Peak Hopper*, Thick Skinned (2)*
    Environment: Mordor
    Organization: Solitary, Pair, or raiding group (3-6 Mountain-Trolls)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 16-30 HD (Huge)
    Level Adjustment: ----

    * Feats are from Savage Species

    Rock Throwing (Ex): Mountain-Trolls use their brute strength to throw rocks over huge distances. They can throw small-sized rocks over a distance of five range increments (range 140 ft.).

    Rock Catching (Ex): Once per round, a Mountain-Troll can attempt to catch a rock thrown to hit him. They must make a reflex save to catch it (DC 15 for a small-sized one, DC 20 for medium-sized rocks, or DC 25 for large rocks). Trolls must be ready and aware of the attack to do this.

    History
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    Mountain-Trolls inhabit the mountain ranges that serve as natural borders of Mordor. They serve as it's protectors, so no invading army can come far up the mountains before stones start rolling down. Their brute strength makes them perfect laborers. They are often used to open and close the Black Gate of Morannon, and to crew the colossal-sized siege weapons Mordor is famous for.


    Campaign Notes (War of the Ring)
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    Currently, the new of Mountain-trolls in Ephel Dúath, the Mountains of Shadow, are declining, as more and more go inland towards Barad-Dûr. What exactly they are doing is unknown. Breeding more Olog-hai? Constructing or carrying siege weapons? Only time will tell.


    A large, brownish Troll is loading a catapult. It is the largest Troll you have ever seen, slightly taller then even the towering Cave-troll. It wears nothing but a loincloth, and blinders make it completely unaware of your presence.

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    A Mountain-Troll



    Snow-Troll
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    Large Giant (Cold)
    Hit Die:
    6d8+48 (72 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: (-1 size), touch , flat footed
    Base Attack/Grapple: +4/+10
    Attack: Unarmed Strike +6 melee (1d6+2 damage)
    Full Attack: 2 Unarmed Strikes +6 melee (1d6+2 damage)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Strangulation
    Special Qualities: Immunity to Cold, Darkvision 60 ft., Vulnerability to Fire
    Saves: Fort +5, Ref +6, Will +5
    Abilities: Str 14, Dex 18, Con 26, Int 7, Wis 16, Cha 4
    Skills: Hide +4 (+8 in snowy surroundings), Move Silently +5
    Feats: Improved Unarmed Strike, Winter's Child*, Skill Focus (Move Silently)
    Environment: The Frozen Wastes of Forodwaith
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 7-12 HD (Large) 13-18 HD (Huge)
    Level Adjustment: +3

    * Feats are from Savage Species

    Improved Grab (Ex): To use this ability, a Snow-troll must hit with its unarmed strike. 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 can strangle.

    Strangulation (Ex): A Snow-Troll deals 2d6+2 points of damage with a successful grapple. The Snow-troll uses it's hands to constrict around his victims neck, it cannot attack during constriction. The victim cannot cast spells with verbal components while being strangled..

    History
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    Snow Trolls live in Forodwaith, a vast waste where not even the Lossoth (humans adapted to the cold) could survive. As such, not much is known about them, except that they sneak up on enemies camps and quietly strangle them (unlike other Trolls, who prefer the direct approach). When Helm Hammerhand started to quietly pick off Dunlendings during the Fell Winter, they initially believed Snow-trolls had moved south into Enedwaith.

    Campaign Notes (War of the Ring)
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    Snow-trolls are rarely seen, but if any adventurers go to far north, they might never see the light of day again if they don't put someone on the lookout while the rest sleep.


    A large, white figure can barely be distinguished in the snow ahead.

    Last edited by LOTRfan; 2010-09-30 at 06:11 PM.
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    Default Re: Complied LOTR Monster Thread

    I meant more like one post with a bunch of titled spoilers.
    That way, if you don't reserve enough posts, people don't have to sift through the comments to find the later creations.
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    Default Re: Complied LOTR Monster Thread

    Ran out of room in the above post.
    Wolves
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    Werewolf
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    Large Monstrous Humanoid (Ancient Evil)
    Hit Die:
    7d8+28 (56 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +8/+20
    Attack: Bite +16 melee (2d6+8 damage), or Claw +16 melee (2d6+8 damage)
    Full Attack: Bite +16 melee (2d6+8 damage), and 2 Claws +12 melee (1d6+4 damage)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: ----
    Special Qualities: Wolf empathy, damage reduction 10/Beleriand, lowlight vision, scent
    Saves: Fort +6, Ref +7, Will +5
    Abilities: Str 27, Dex 15, Con 18, Int 10, Wis 11, Cha 8
    Skills: Listen +5, Survival +6, Hide +3
    Feats: Combat Reflexes, Track, Power Attack
    Environment: Tol-in-Gaurhoth
    Organization: Extinct
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Often Neutral Evil
    Advancement: 8-14 HD (Large); 15-21 HD (Huge)
    Level Adjustment: ----

    Wolf-empathy (Ex): Werewolves can communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

    History
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    Werewolves were great wolves bred by Sauron for his master Morgoth. He corrupted wolves and twisted them into a more human shape. He then summoned fell spirits, and merged them into the wolves, giving them an evil intelligence. The majority of these powerful canines lived in Tol-in-Gaurhoth, or “Isle of the Werewolves.” In the War of Wrath that ended the First Age, all of Beleriand was sunk under the sea, including Tol-in-Gaurhoth. Thus ended the greatest wolves to ever inhabit Middle-Earth.


    Campaign Notes (War of the Ring)
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    Werewolves have been extinct for over four thousand years. Many believe that the Wargs are the descendents of Werewolves. They were his failed attempt at breeding them back into existence.


    A large creature appears out of the darkness. It has the form of a wolf, but it’s shape is greater and more man-like. An evil spark of intelligence can be seen in its red eyes.

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    Carcharoth, the largest Werewolf to ever live.

    *Werewolves from Tolkien's books are not shapechangers.


    Spiders
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    Giant Spider
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    Medium Beast
    Hit Die: 2d10+2 (12 hp)
    Initiative: +3
    Speed: 50 ft., climb 30 ft.
    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat footed 13
    Base Attack/Grapple: +2/+4
    Attack: Bite +5 melee (1d6+2 damage plus poison)
    Full Attack: Bite +5 melee (1d6+2 damage plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, web
    Special Qualities: Darkvision 60 ft., Tremor sense 60 ft., lowlight vision
    Saves: Fort +3, Ref +5, Will +1
    Abilities: Str 15, Dex 17, Con 12, Int 10, Wis 10, Cha 6
    Skills: Climb +15, Hide +4, Spot +4
    Feats: Weapon Finesse, Improved Initiative
    Environment: Mirkwood
    Organization: Nest (6-10 Spiders plus 1 advanced 6 HD nest-mother plus 10-20 Spiderlings)
    Challenge Rating:
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 3-4 HD (Medium) 5-6 HD (Large)
    Level Adjustment: -----

    Poison (Ex): A Giant Spider delivers poison through its bite. The save DCs are Constitution-based. Spider Poison, DC 13, Initial damage 1d6 Str, secondary subconsciousness.

    Web (Ex): Spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Spiders 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 one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
    Spiders often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position 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 the hit points given on the table, and sheet webs have damage reduction 5/—. Escape Artist DC 13, Break DC 17, Hit Points 12.

    History
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    Ungoliant came to the world before the First Age. Although not a spider, rather a creature in spider shape spawned from the void, she successfully spawned many children with the natural spiders of Middle-Earth. The Giant Spiders, which are native to Mirkwood, are the descendants of Ungoliant's direct descendants. They have lived in Mirkwood since the Necromancer corrupted it, turning Greenwood the Great into the dreary forest it is today. Giant Spiders are the only native creatures the (also native) Wood-elves kill on sight.


    Campaign Notes (War of the Ring)
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    The Spiders of Mirkwood are thriving once more, quickly killing any people that stray to far from the Old Forest Road. Since their encounter with a company of dwarves (along with a champion of a different race that still strikes fear into their hearts), they have grown more accustomed to swords and artificial weapons, that they can now successfully combat enemies wielding them.


    A large, man-sized spider appears from above the trees. A vicious intent is in its eyes. To your surprise, it is able to talk.

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    The Spiders of Mirkwood



    Ents and Allies
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    Huorn
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    Huge Plant
    Hit Die:
    10d8+50 (90 hp)
    Initiative: +0
    Speed: 30 ft.
    Armor Class: 20 (-2 size, +12 natural), touch 8, flat footed 20
    Base Attack/Grapple: +7/+23
    Attack: Slam +15 melee (3d6+8 damage)
    Full Attack: 4 Slams +15 melee (3d6+8 damage)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: double damage against objects, trample 3d6+8
    Special Qualities: Damage Reduction 5/Slashing, lowlight vision, vulnerability to fire, plant traits
    Saves: Fort +12, Ref +3, Will +9
    Abilities: Str 26, Dex 11, Con 21, Int 10, Wis 18, Cha 12
    Skills: Hide +16, Move Silently +12
    Feats: Improved Sunder, Iron Will, Power Attack
    Environment: Fangorn
    Organization: Solitary, Wild Group (4-10 Huorns), or Shepherded Grove (1 Ent plus 6-18 Huorns)
    Challenge Rating:
    Treasure: Half Standard
    Alignment: Usually Neutral
    Advancement: 11-20 HD (Huge) 21-30 HD (Gargantuan)
    Level Adjustment: -----


    Trample (Ex): 3d6+8 damage. DC 23 Reflex save for half damage.

    Skills: Huorns get a +20 bonus to Hide checks in forested regions.

    History
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    The history of Huorns is shrouded in mystery. The Ents were created by Eru at the request of Yavanna to protect the trees, Some say that Huorns are Ents that have become more treeish, while others say they are Trees that have become more Entish. Regardless, Huorns do not have the gentleness or patience of their Ent shepherds. In fact, they are much more violent and corrupted. The Huorns remember a time where the entirety of Middle-Earth was a forest, before the coming of Dwarves and Men. As a result, they guard what little territory they have left with zeal. While the Ents have dwindled to a few isolated areas, the Huorns can still be found anywhere in Middle-Earth (though the largest population is, by far, in Fangorn Forest).


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    Huorns in Fangorn are getting more vicious, angry with the destruction of a large swath of Fangorn by the forces of Isengard. Many feel it is no longer safe to go into Fangorn, and even the most vile of creatures are now avoiding it. Another rumor has been started by Halfast Gamgee, a hobbit labelled as peculiar by those close to him. Apparently, he saw a "tree-man" walking in the Northfarthing. Whether this be Ent, Huorn, or even real is yet to be discovered.


    The tree ahead suddenly comes to life, grabbing the nearest person. It lets out a blood-curdling moan.

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    Old Man Willow, a magic using Huorn
    Last edited by LOTRfan; 2010-08-10 at 09:41 AM.
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    Default Re: Complied LOTR Monster Thread

    May I post some 4E versions here?

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    Default Re: Complied LOTR Monster Thread

    Sure, you can! I no nothing about 4e anyway, so your contributions would be appreciated.

    Now, I expect to post the Black Orc either later tonight or tomorrow morning. Scatha (along with the race of lesser long-worms) and the Mewlips will be here later this week.

    As of now, I am taking suggestions for monsters. I'm willing to stat up any monster from the following:

    The Hobbit
    Lord of the Rings
    Trilogy
    The Silmarillion
    The Children of Húrin

    Any of Tolkien's poems concerning Middle-earth (or poems "written" by people in Middle-Earth)

    ...
    And I'm also willing to do:
    Lord of the Rings Movie Trilogy
    Battle for Middle-Earth II
    Lord of the Rings Online

    (just don't expect these to be as good as the others, because there is less material to work with)
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    Default Re: Complied LOTR Monster Thread

    Balrog! Especially the more badass Silmariliion types.

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    Default Re: Complied LOTR Monster Thread

    I don't know what terrible evil I am going to unleash upon the world, but I must ask: Balrogs with or without wings?
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    smile Re: Complied LOTR Monster Thread

    That was never clear in the book, but the one in the movies looked like a Balor made out of hot lava. Oh, and it had wings. However, one thing that the book implies is that the one in Moria (Durin's Bane) was mighty even by Balrog standards.
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    Personally, I think that they have wings, but I was asking for the statistics Walkertheblind wanted.

    I just posted the statistics for the Uruk-hai of Mordor (also called Black Orcs and Orcs of Morannon). They are pretty similar to the Uruk-hai of Isengard, but they are supposed to be similar. Does anyone have any suggestions to improve it?
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    Sorry for the double post, but the Mewlips are done. My post assumes that the Mewlips are real creatures and not a myth.

    A link to the Poem:
    http://tolkiengateway.net/wiki/The_Mewlips

    Possible Location of the Mewlips (Not official, but I referenced this to create the post)
    http://users.cybercity.dk/~bkb1782/tolkien/mewlips.html

    The Mewlips (poem is sung with animation)
    http://www.youtube.com/watch?v=w6ntMbUEjf0
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    Thumbs up Re: Compiled LOTR Monster Thread

    Mewlips look interesting, and that YouTube video was quite good. Keep up the good work.
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    Quote Originally Posted by Talya
    Anyone casting a ninth level spell should not be just bending the fabric of reality, but chewing up the fabric of reality and spitting it out. It represents an expenditure of raw magical force that should be momentous, and should have similar shock value as the events following Grand Moff Tarkin's "You may fire when ready."

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    Thank you. I only wish I had more material to work with...

    I thought the video was cool to. It was made by "The Lone Animator."
    http://loneanimator.blogspot.com/
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    Sorry for the double post, Scatha and his lesser kin are done (in the Dragon folder). Sorry this took so long, I had to figure out the best approach to making the Long-worms. I decided it was best to use the Purple Worm and modify it accordingly. I need some help calculating the CR for Scatha, something tells me the CR calculator I'm using is off.

    Up next, WalkertheBlind's request: the Balrog!
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    Default Re: Compiled LOTR Monster Thread

    17 is about right for the Longworm, But Scatha is NOT CR 103. I would place him closer to the mid-twenties, though I would have to playtest to be sure.
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    Yeah, I know he's not CR 103. I put that in as a place holder, because that is what came up. Mid twenties, you say? I'll have to test that out.
    Last edited by LOTRfan; 2010-08-02 at 11:18 AM.
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    Default Re: Compiled LOTR Monster Thread

    Winged Balrog is done. I hate epic level monsters.... but besides feats and skills, it was pretty fun to make. I think the CR generator is still a little messed up.

    Anyway, I am now up to suggestions. Otherwise, up next is the Guldur Orc.
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    Default Re: Compiled LOTR Monster Thread

    Quote Originally Posted by LOTRfan View Post
    Winged Balrog is done. I hate epic level monsters.... but besides feats and skills, it was pretty fun to make. I think the CR generator is still a little messed up.

    Anyway, I am now up to suggestions. Otherwise, up next is the Guldur Orc.
    Are you going to be using the standard 3.5 Player Races, or will you be restatting Elves, Dwarves, and Halflings/Hobbits as well?
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    Quote Originally Posted by Talya
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    Default Re: Compiled LOTR Monster Thread

    Currently, I will be making (or modifying existing) subraces for Elves (who will now be native outsiders), but Dwarf is remaining the same. Hobbits mechanically stay the same, but obviously needs to be refluffed. Humans, there will be different stats for different groups of humans (for example, the Edain).

    EDIT: Obviously, no gnomes. Half-Elves? That race is reserved for the family of Elrond. Half-Orcs? Yes, but only as a race of enemies.
    Last edited by LOTRfan; 2010-08-02 at 02:27 PM.
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    wink Re: Compiled LOTR Monster Thread

    I would place that Balrog at CR 21. It seems to be mostly the same as a MM Balor, Except that it has better stats, a lot more health, a few cool abilities that really are pathetic at the level you'd be fighting this thing at, and the exceedingly lethal spell-like abilities removed. Also, it isn't immune to electricity, and lacks the resistance to acid and cold. In fact, it has a weakness to cold! I say CR 21 mostly because of the staying power resulting from having 1,020 hp.
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    Well, remember that magic users are extremely rare in Middle-Earth, most likely only powerful NPCs (good and evil) will be magic users. It also is not Tanar'ri.

    These creatures (especially the creatures with higher CR) are not meant to be a high-magic campaigns, and I am trying to portray as close as they can be to the books.

    EDIT: CR fixed, thanks for the advice.
    Last edited by LOTRfan; 2010-08-02 at 02:33 PM.
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    Default Re: Compiled LOTR Monster Thread

    I am aware that Magic users are rare, and that Middle-Earth is rather magic-sparse. I have read the books with the exception of the Silmarillion and have a good understanding of the subject matter. I was justifying my rating by comparing it to a very similar creature in standard D&D. Obviously, in a low-magic campaign like The Lord of the Rings, you would keep the kiddie gloves on and be a little more merciful with the players. Incidentally, look up "DM of the Rings" on Google. One of my favorite webcomics ever.
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    Default Re: Compiled LOTR Monster Thread

    Boldog (orc-demon) might be a good one. Morgoth's Ring mentions these- suggesting some orcs may in fact be demons. The tall orc Aragorn fought in Moria could be one of these instead of an Uruk-hai if you want- when Aragon cleaves its head, there is a red flash.
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    Default Re: Compiled LOTR Monster Thread

    Oh yeah, how did we all forget Trolls?
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    Default Re: Compiled LOTR Monster Thread

    Alright, next up: Boldog and Troll. Any specific breed of troll you want?

    Oh, I just read the first couple of the DM of the Rings comics. Its pretty good, I'll have to keep reading.
    Last edited by LOTRfan; 2010-08-02 at 03:03 PM.
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    Default Re: Compiled LOTR Monster Thread

    Cave trolls are rather popular. Hill Trolls are practically required, as they are Sauron's thralls more than any other group. Olog-Hai are uncommon, but worth creating just for completeness. I can't think of any other types off the top of my head though.
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    Alright. Just a question, because I cannot fully remember: Do the Cave Trolls turn to stone when in sunlight like Hill-Trolls?
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    Default Re: Compiled LOTR Monster Thread

    Actually, I think Cave Trolls are the only ones to do that. Hill Trolls hate light, but it isn't a death sentence.
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    Oh, must've got them confused. Thanks.
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    Default Re: Compiled LOTR Monster Thread

    Oh, wait, Wikipedia Says:

    # Stone-trolls were Trolls who turned into stone during daylight, like the Trolls in The Hobbit. They could speak, and used a debased form of Westron (rendered into Cockney English in The Hobbit).
    # Hill-trolls are described as having killed Arador, Chieftain of the Rangers of the North and grandfather to Aragorn. Tolkien described the trolls of that region, including the three from The Hobbit, as stone-trolls, suggesting that hill-trolls might be a sub-class or alternate term for such. However, the Army of the West fought "hill-trolls" of Gorgoroth that could move in sunlight at the Black Gate, inferring that these hill-trolls, at least, were Olog-hai rather than stone-trolls.
    # Cave-trolls were seen in Moria. One was described as having dark greenish scales and black blood. Their hide was thick enough that when Boromir struck one in the arm his sword was notched and did no damage. However, Frodo Baggins was able to impale the "toeless" foot of the same troll with the enchanted dagger Sting.
    # Mountain-trolls were mentioned once, wielding the great battering ram Grond in shattering the gates of Minas Tirith. From their name they are generally assumed to live in the mountains, and their choice as the creatures to wield Grond is sometimes taken to suggest that they were particularly strong even for trolls.
    # Snow-trolls are mentioned only to describe Helm Hammerhand. When Helm went out clad in white during the Long Winter to stalk and slay his enemies, he was described as looking like a snow-troll. It thus seems implied that these trolls were white in colour and lived in cold climates, but otherwise nothing is known of them.
    # Olog-hai were "strong, agile, fierce, and cunning" trolls created by Sauron, not unlike the Uruk-hai, and were able to withstand sunlight while under the sway of Sauron's will. They seldom spoke and were said to know no language other than the Black Speech, in which Olog-hai means "troll-folk" (singular Olog "troll"). Because of their cunning, they were thought by some to be giant Orcs, rather than trolls. They appeared towards the end of the Third Age and could be found near Dol Guldur and in the mountains around Mordor. In the Battle of the Morannon, there appear "hill-trolls" of Gorgoroth which are implied to be Olog-hai in one of the Appendices to The Lord of the Rings (the term is not used within the story proper). These were described as being taller and wider than men, and their hide or armour was described as a mesh of horny scales. They had black blood. Peregrin Took slew the leader of these trolls at the Battle of the Morannon; and after the destruction of the One Ring and the fall of Sauron, the surviving trolls scattered as if mindless.
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    Default Re: Compiled LOTR Monster Thread

    Interesting.... I think that's about all I need, I'll research the rest. Thanks. Snow Troll sounds like a challenge.
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