A Monster for Every Season: Summer 2
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    Default Middle Earth Conversions

    Since they came up in another thread, here are some of my Middle Earth - D&D conversions. It's all based on Rolemaster ( = "I don't care whether you think it represents Middle Earth "reality" accurately or not, because I'm not interested in scratch-creating anything").

    The creatures are largely MM conversions and combinations, with some tweaks. Pretty much everything is at least somewhat based on existing creatures (to help gauge CRs and LAs).

    Silvan Elves (Nandor)
    As per PHB.
    Favored Class: Ranger.
    Automatic Languages: Silvan Elvish or Nandorin, Westron (Common). Bonus Languages: Adûnaic, Bird-tongue, Dunlending, Easterling, Nandorin or Silvan Elvish, Northman, Quenya, Sindarin.

    Half-Elves
    As per PHB.
    Automatic Languages: Sindarin or Silvan Elvish or Nandorin, Westron (Common). Bonus Languages: Adûnaic, Dunlending, Easterling, Nandorin or Silvan Elvish or Sindarin, Northman, Quenya.

    Grey-elves (Sindar)
    As per PHB, except as follows:
    +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Charisma.
    Immune to all natural diseases.
    Cold resistance 5.
    Automatic Languages: Sindarin, Westron (Common). Bonus Languages: Adûnaic, Nandorin, Northman, Silvan Elvish, Quenya.
    Favored Class: Bard.
    Level Adjustment +1

    High Elves (Noldor)
    As per PHB, except as follows:
    +4 Dexterity, +4 Constitution, +4 Intelligence, -2 Wisdom, +4 Charisma.
    Type: Outsider. Subtypes: Elf, Native.
    Immune to all natural diseases.
    Cold resistance 10.
    Spell resistance of 5 + character level.
    Automatic Languages: Quenya, Sindarin. Bonus Languages: Adûnaic, Nandorin, Northman, Silvan Elvish, Valarin, Westron (Common).
    Favored Class: Wizard.
    Level Adjustment +3
    Stone Troll: CR 6; Large Giant; HD 6d8+36; hp 63; Init -1; Spd 30 ft.; AC 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18; Base Atk/Grp +4/+14; Atk Greatclub +9 melee (2d8+9) or claw +9 melee (1d6+6) or rock +3 ranged (2d6+6, 100 ft.); Full Atk Greatclub +9 melee (2d8+9) and bite +4 melee (1d6+3), or 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Darkvision 90 ft., fast healing 5, low-light vision, scent, sunlight vulnerability; AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 8, Con 23, Int 6, Wis 9, Cha 6.
    Skills: Listen +5, Spot +6
    Feats: Alertness, Iron Will, Power Attack
    Rock Throwing (Ex): Trolls are accomplished rock throwers and gain a +1 racial bonus on attack rolls when throwing rocks. A troll can hurl rocks of 40 to 50 pounds (Small objects) up to five range increments. The range increment is 100 feet for a stone troll's rocks.
    Sunlight Vulnerability (Ex): If a troll is caught out in sunlight, it turns into stone as if by flesh to stone spell without a saving throw. If in the area of a sunbeam or sunburst spell, a troll must make a Fortitude save or be turned to stone, in addition to the normal effects of the spell.

    Hill Troll: CR 7; Large Giant; HD 10d8+70; hp 115; Init -1; Spd 30 ft.; AC 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20; Base Atk/Grp +7/+18; Atk Greatclub +13 melee (2d8+10) or claw +13 melee (1d6+7) or rock +6 ranged (2d6+7, 100 ft.); Full Atk Greatclub +13 melee (2d8+10) and bite +8 melee (1d6+3), or 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Darkvision 90 ft., fast healing 5, low-light vision, scent, sunlight vulnerability; AL CE; SV Fort +14, Ref +5, Will +4; Str 25, Dex 8, Con 25, Int 6, Wis 9, Cha 6.
    Skills: Listen +9, Spot +10
    Feats: Alertness, Cleave, Iron Will, Power Attack
    Rock Throwing (Ex): Trolls are accomplished rock throwers and gain a +1 racial bonus on attack rolls when throwing rocks. A troll can hurl rocks of 40 to 50 pounds (Small objects) up to five range increments. The range increment is 100 feet for a hill troll's rocks.
    Sunlight Vulnerability (Ex): If a troll is caught out in sunlight, it turns into stone as if by flesh to stone spell without a saving throw. If in the area of a sunbeam or sunburst spell, a troll must make a Fortitude save or be turned to stone, in addition to the normal effects of the spell.

    Half-Troll: CR 2; Warrior 1; Medium Giant; HD 1d8+4; hp 8; Init +1; Spd 20 ft. (scale mail), base speed 30 ft.; AC 21 (+1 Dex, +4 natural, +4 scale mail, +2 heavy shield), touch 11, flat-footed 20; Base Atk/Grp +1/+9; Atk Warhammer +5 melee (2d6+4, x3) or claw +5 melee (1d6+4); Full Atk Warhammer +5 melee (2d6+4, x3) and bite +0 melee (1d6+2), or 2 claws +5 melee (1d6+4, x3) and bite +0 melee (1d4+2); Space/Reach 5 ft./5 ft.; SQ Darkvision 90 ft., fast healing 4, low-light vision, scent; AL LE; SV Fort +6, Ref +1, Will -1; Str 19, Dex 13, Con 18, Int 10, Wis 9, Cha 8.
    Skills: Intimidate +3, Listen +0, Spot +0
    Feats: Power Attack
    Possessions: Large warhammer, scale mail, heavy steel shield.

    Half-Troll Lieutenant: CR 8; Fighter 6; Medium Giant; HD 6d10+30; hp 63; Init +2; Spd 20 ft. (full plate), base speed 30 ft.; AC 28 (+1 Dex, +4 natural, +10 +2 full plate, +3 +1 heavy shield), touch 11, flat-footed 27; Base Atk/Grp +6/+16; Atk +1 warhammer +14 melee (2d6+9, x3) or claw +12 melee (1d6+6); Full Atk +1 warhammer +14/9 melee (2d6+9, x3) and bite +10 melee (1d4+3), or 2 claws +12 melee (1d6+6, x3) and bite +10 melee (1d4+3); Space/Reach 5 ft./5 ft.; SQ Darkvision 90 ft., fast healing 4, low-light vision, powerful build, scent; AL LE; SV Fort +10, Ref +4, Will +3; Str 22, Dex 15, Con 20, Int 10, Wis 12, Cha 8.
    Skills: Intimidate +8, Listen +3, Ride +3, Spot +3
    Feats: Cleave, Great Cleave, Improved Sunder, Multiattack, Power Attack, Weapon Focus (warhammer), Weapon Specialization (warhammer)
    Possessions: +1 Large warhammer, masterwork heavy crossbow, 10 bolts, +2 full plate, +1 heavy steel shield.

    Half-Troll Characters
    Half-troll characters possess the following racial traits:
    - +6 Strength, +2 Dexterity, +6 Constitution.
    - Medium size.
    - A half-troll’s base land speed is 30 feet.
    - Darkvision out to 90 feet.
    - Low-light vision.
    - Natural Attacks: 2 claws (primary, 1d4) and bite (secondary, 1d6).
    - +4 natural armor.
    - Fast Healing 4.
    - Powerful Build: As half-giant.
    - Scent (Ex): A half-troll can detect approaching enemies, sniff out hidden foes, and track by sense smell.
    - Automatic Languages: Common, X. Bonus Languages: X.
    - Favored Class: Fighter.
    - Level Adjustment +4.
    ORCS

    Yrch (s. orch), uruku (s. uruk), orqui (s. ork), snaga, barárum, goblins, hobgoblins, etc.

    Lesser Orc: CR 1/3; Warrior 1; Small Humanoid (Orc); HD 1d8+1; hp 5; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +2 leather, +1 light shield), touch 12, flat-footed 13; Base Atk/Grp +1/-3; Atk Scimitar +2 melee (1d4, 18-20) or shortbow +4 ranged (1d4, x3, 60 ft.); SQ Darkvision 60 ft., light sensitivity, low-light vision; AL CE; SV Fort +3, Ref +2, Will +0; Str 11, Dex 15, Con 12, Int 7, Wis 10, Cha 6.
    Skills: Hide +5, Intimidate -2, Listen +3, Move Silently +5, Spot +3
    Feats: Alertness, Endurance
    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    Possessions: Scimitar, shortbow, 20 arrows, light steel shield, leather armor.

    Lesser Orc Cutthroat: CR 1; Rogue 1; Small Humanoid (Orc); HD 1d6+2; hp 5; Init +3; Spd 30 ft.; AC 16 (+3 Dex, +3 studded leather), touch 13, flat-footed 13; Base Atk/Grp +0/-3; Atk Scimitar +3 melee (1d4+1, 18-20) or shortbow +5 ranged (1d4, x3, 60 ft.); Full Atk Scimitar +1 melee and handaxe +0 melee (1d4+1/18-20 and 1d4/x3); SA Poison, sneak attack +1d6; SQ Darkvision 60 ft., light sensitivity, low-light vision, trapfinding; AL CE; SV Fort +2, Ref +5, Will +1; Str 13, Dex 17, Con 14, Int 8, Wis 12, Cha 6.
    Skills: Climb +5, Craft (trapmaking) +1, Hide +11, Intimidate +0, Listen +5, Move Silently +11, Search +3, Spot +5
    Feats: Endurance, Two-Weapon Fighting
    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    Poison: Orc poison, Injury DC 13, initial damage 1 Con, secondary damage 1d2 Con. Typically applied to shortsword before attacking, occasionally applied on arrows before firing.
    Possessions: Masterwork scimitar, handaxe, shortbow, 20 arrows, masterwork studded leather armor, 3 doses of orc poison.

    Also called goblins or snaga.

    Lesser Orc Characters
    Lesser orc characters possess the following racial traits.
    - +2 Dexterity, –2 Intelligence, –2 Charisma.
    - Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
    - A lesser orc’s base land speed is 30 feet.
    - Darkvision out to 60 feet.
    - Low-light vision.
    - Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    - Bonus Feat: Endurance.
    - +4 racial bonus on Move Silently checks.
    - Automatic Languages: Common, Orc. Bonus Languages: X.
    - Favored Class: Rogue.

    Lesser orcs with levels in an NPC class have a Challenge Rating of level –2.

    Common Orc: CR 1/2; Warrior 1; Medium Humanoid (Orc); HD 1d8+1; hp 5; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +2 leather, +1 light shield), touch 12, flat-footed 13; Base Atk/Grp +1/+2; Atk Scimitar +2 melee (1d6+1, 18-20) or shortbow +3 ranged (1d6, x3, 60 ft.); SQ Darkvision 60 ft., light sensitivity, low-light vision; AL CE; SV Fort +3, Ref +2, Will -1; Str 13, Dex 14, Con 13, Int 8, Wis 8, Cha 6.
    Skills: Hide +1, Intimidate +2, Listen +1, Move Silently +5, Spot +1
    Feats: Alertness, Endurance
    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    Possessions: Scimitar, shortbow, 20 arrows, light steel shield, leather armor.

    Common Orc Wolf-Rider: CR 1/2; Warrior 1; Medium Humanoid (Orc); HD 1d8+1; hp 5; Init +2; Spd 30 ft.; AC 17 (+2 Dex, +4 chain shirt, +1 light shield), touch 12, flat-footed 15; Base Atk/Grp +1/+2; Atk Scimitar +2 melee (1d6+1, 18-20) or lance +2 melee (1d8+1, x3, 10 ft. reach) or shortbow +3 ranged (1d6, x3, 60 ft.); SQ Darkvision 60 ft., light sensitivity, low-light vision; AL CE; SV Fort +3, Ref +2, Will -1; Str 13, Dex 14, Con 13, Int 8, Wis 8, Cha 6.
    Skills: Hide -1, Intimidate -2, Listen -1, Move Silently +3, Ride +6, Spot -1
    Feats: Endurance, Mounted Combat
    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    Possessions: Scimitar, lance, shortbow, 20 arrows, light steel shield, chain shirt.

    Common Orc Soldier: CR 1; Fighter 1; Medium Humanoid (Orc); HD 1d10+2; hp 7; Init +2; Spd 30 ft.; AC 17 (+2 Dex, +4 chain shirt, +1 light shield), touch 12, flat-footed 15; Base Atk/Grp +1/+3; Atk Scimitar +4 melee (1d6+2, 18-20) or shortbow +3 ranged (1d6, x3, 60 ft.); SQ Darkvision 60 ft., light sensitivity, low-light vision; AL CE; SV Fort +4, Ref +2, Will +1; Str 15, Dex 14, Con 15, Int 8, Wis 12, Cha 6.
    Skills: Hide +3, Intimidate +2, Listen +1, Move Silently +7, Spot +1
    Feats: Endurance, Stealthy
    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    Possessions: Masterwork scimitar, shortbow, 20 masterwork arrows, masterwork chain shirt, masterwork light steel shield.

    Called orcs.

    Common Orc Characters
    Common orc characters possess the following racial traits.
    - +2 Dexterity, +2 Constitution, –2 Intelligence, –2 Charisma.
    - Medium size.
    - A common orc’s base land speed is 30 feet.
    - Darkvision out to 60 feet.
    - Low-light vision.
    - Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    - Bonus Feat: Endurance.
    - +4 racial bonus on Move Silently checks.
    - Automatic Languages: Common, Orc. Bonus Languages: X.
    - Favored Class: Fighter.

    Greater Orc: CR 1/2; Warrior 1; Medium Humanoid (Orc); HD 1d8+4; hp 8; Init +1; Spd 30 ft.; AC 15 (+1 Dex, +4 chain shirt), touch 11, flat-footed 14; Base Atk/Grp +1/+4; Atk Spear +4 melee (1d8+4, x3) or javelin +2 ranged (1d6+3, 20 ft.); SQ Darkvision 60 ft., light sensitivity, low-light vision; AL CE; SV Fort +3, Ref +1, Will -1; Str 16, Dex 13, Con 13, Int 6, Wis 8, Cha 4.
    Skills: Hide -1, Intimidate +1, Listen -1, Move Silently +3, Spot -1
    Feats: Endurance, Toughness
    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    Possessions: Spear, javelin, chain shirt.

    Greater Orc Soldier: CR 1; Fighter 1; Medium Humanoid (Orc); HD 1d10+6; hp 10; Init +1; Spd 20 ft. (chainmail), base speed 30 ft.; AC 16 (+1 Dex, +5 chainmail), touch 11, flat-footed 15; Base Atk/Grp +1/+5; Atk Falchion +6 melee (2d4+6, 18-20) or spear +6 melee or +3 ranged (1d8+6 or 1d8+4, x3, 20 ft.); SQ Darkvision 60 ft., light sensitivity, low-light vision; AL CE; SV Fort +5, Ref +1, Will +0; Str 19, Dex 13, Con 16, Int 8, Wis 10, Cha 4.
    Skills: Hide -1, Intimidate +1, Listen +0, Move Silently +3, Spot +0
    Feats: Endurance, Stealthy, Toughness
    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    Possessions: Masterwork falchion, masterwork spear, masterwork chainmail.

    Also called hobgoblins.

    Greater Orc Characters
    Greater orc characters possess the following racial traits.
    - +4 Strength, +2 Constitution, –2 Intelligence, –2 Wisdom, –4 Charisma.
    - Medium size.
    - A greater orc’s base land speed is 30 feet.
    - Darkvision out to 60 feet.
    - Low-light vision.
    - Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    - Bonus Feat: Endurance.
    - Automatic Languages: Common, Orc. Bonus Languages: X.
    - Favored Class: Fighter.

    Uruk-Hai: CR 1; Warrior 1; Medium Humanoid (Orc); HD 1d8+6; hp 10; Init +1; Spd 20 ft. (scale mail), base speed 30 ft.; AC 19 (+1 Dex, +2 natural, +4 scale mail, +2 heavy shield), touch 11, flat-footed 18; Base Atk/Grp +1/+4; Atk Longsword +4 melee (1d8+3, 19-20) or light crossbow +2 ranged (1d8, 19-20, 80 ft.); SQ Darkvision 60 ft., low-light vision; AL LE; SV Fort +5, Ref +1, Will -1; Str 17, Dex 13, Con 16, Int 10, Wis 9, Cha 6.
    Skills: Hide -5, Intimidate +2, Listen +0, Move Silently -1, Spot +0
    Feats: Endurance, Toughness
    Possessions: Longsword, light crossbow, 10 bolts, scale mail, heavy steel shield.

    Uruk-Hai Soldier: CR 2; Fighter 1; Medium Humanoid (Orc); HD 1d10+7; hp 12; Init +2; Spd 20 ft. (breastplate), base speed 30 ft.; AC 21 (+2 Dex, +2 natural, +5 breastplate, +2 heavy shield), touch 12, flat-footed 19; Base Atk/Grp +1/+5; Atk Longsword +6 melee (1d8+4, 19-20) or heavy crossbow +3 ranged (1d10, 19-20, 120 ft.); SQ Darkvision 60 ft., low-light vision; AL LE; SV Fort +6, Ref +2, Will +1; Str 19, Dex 15, Con 18, Int 10, Wis 12, Cha 6.
    Skills: Hide +1, Intimidate +2, Listen +1, Move Silently +5, Spot +1
    Feats: Endurance, Guerilla Warrior, Toughness
    Possessions: Masterwork longsword, heavy crossbow, 10 bolts, masterwork breastplate, masterwork heavy steel shield.

    Also called black orcs, great orcs, and high orcs.

    Uruk-hai Characters
    Uruk-hai characters possess the following racial traits.
    - +4 Strength, +2 Dexterity, +4 Constitution, –2 Charisma.
    - Medium size.
    - An uruk’s base land speed is 30 feet.
    - Darkvision out to 60 feet.
    - Low-light vision.
    - Bonus Feat: Endurance.
    - +2 natural armor bonus.
    - +4 racial bonus on Move Silently checks.
    - Automatic Languages: Common, Orc. Bonus Languages: X.
    - Favored Class: Fighter.
    - Level Adjustment +2.

    Uruks with levels in a class have a Challenge Rating of level +1.

    Half-Orc: CR 1/2; Warrior 1; Medium Humanoid (Orc); HD 1d8+1; hp 5; Init +1; Spd 30 ft.; AC 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14; Base Atk/Grp +1/+2; Atk Scimitar +2 melee (1d6+1, 18-20) or longbow +2 ranged (1d8, x3, 100 ft.); SQ Darkvision 60 ft., low-light vision; AL NE; SV Fort +3, Ref +1, Will -1; Str 12, Dex 13, Con 13, Int 10, Wis 9, Cha 6.
    Skills: Hide +1, Intimidate +2, Listen +0, Move Silently +3, Spot +0
    Feats: Stealthy
    Possessions: Scimitar, longbow, 20 arrows, light steel shield, studded leather armor.

    Half-Orc Cutthroat: CR 1/2; Rogue 1; Medium Humanoid (Orc); HD 1d6+2; hp 5; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +4 chain shirt), touch 12, flat-footed 14; Base Atk/Grp +0/+2; Atk Shortsword +3 melee (1d6+2, 19-20) or shortbow +3 ranged (1d6, x3, 60 ft.); SA Sneak attack +1d6; SQ Darkvision 60 ft., low-light vision, trapfinding; AL NE; SV Fort +2, Ref +4, Will +1; Str 14, Dex 15, Con 15, Int 10, Wis 12, Cha 6.
    Skills: Climb +5, Craft (trapmaking) +2, Disable Device +2, Hide +5, Intimidate +2, Listen +5, Move Silently +7, Open Lock +2, Search +2, Spot +5
    Feats: Improved Initiative
    Possessions: Masterwork shortsword, masterwork shortbow, 20 arrows, masterwork chain shirt.

    Half-Orc Characters
    Half-orcs possess the following racial traits.
    - +2 Constitution, –2 Charisma.
    - Medium size.
    - A half-orc’s base land speed is 30 feet.
    - Darkvision out to 60 feet.
    - Low-light vision.
    - +2 racial bonus on Move Silently checks.
    - Orc Blood: For all effects related to race, a half-orc is considered an orc.
    - Automatic Languages: Common, Orc. Bonus Languages: X.
    - Favored Class: Rogue.
    Warg: CR 4; Large Magical Beast; HD 8d10+32; hp 76; Init +1; Spd 50 ft.; AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Atk/Grp +8/+19; Atk Bite +14 melee (1d8+10); Space/Reach 10 ft./5 ft.; SA Trip; SQ Darkvision 60 ft., low-light vision, scent; AL NE; SV Fort +10, Ref +7, Will +4; Str 25, Dex 13, Con 19, Int 6, Wis 14, Cha 10.
    Skills: Hide +5, Listen +6, Move Silently +7, Spot +6, Survival +2 (+6 when tracking by scent)
    Feats: Alertness, Stealthy, Track
    Trip (Ex): A warg that hits with a bite attack can attempt to trip the opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the warg.

    Carrying Capacity: A light load for a warg is up to 798 pounds; a medium load is 799-1,599 pounds; and a heavy load is 1,600-2,400 pounds. A warg can drag 12,000 pounds.

    War-Wolf: CR 3; Large Animal; HD 6d8+18; hp 45; Init +2; Spd 50 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk/Grp +4/+15; Atk Bite +11 melee (1d8+10); Space/Reach 10 ft./5 ft.; SA Trip; SQ Low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
    Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2 (+6 tracking by scent)
    Feats: Alertness, Run, Track, Weapon Focus (bite)
    Trip (Ex): A war-wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the war-wolf.

    Often mistakenly called wargs.

    Carrying Capacity: A light load for a dire wolf is up to 798 pounds; a medium load is 799-1,599 pounds; and a heavy load is 1,600-2,400 pounds. A dire wolf can drag 12,000 pounds.
    Werewolf: CR 11; Large Magical Beast; HD 18d10+108; hp 207; Init +4; Spd 60 ft.; AC 23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19; Base Atk/Grp +18/+30; Atk Bite +25 melee (2d6+12); Full Atk Bite +25 melee (2d6+12) and 2 claws +20 melee (1d6+4); Space/Reach 10 ft./5 ft.; SA Trip; SQ Damage reduction 10/magic, darkvision 60 ft., low-light vision, scent; AL NE; SV Fort +17, Ref +15, Will +9; Str 27, Dex 19, Con 23, Int 10, Wis 16, Cha 10.
    Skills: Hide +16, Listen +14, Move Silently +18, Spot +14, Survival +11 (+19 when tracking by scent)
    Feats: Alertness, Dodge, Improved Natural Attack (bite), Mobility, Spring Attack, Stealthy, Track
    Trip (Ex): A werewolf that hits with a bite attack can attempt to trip the opponent (+12 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

    NB: Middle Earth's werewolves are obviously based on Medieval werewolves - the idea of an evil person using sorcery or a magic item to change shape into a wolf. Beren uses a werewolf's pelt, and Sauron uses his own magic, to turn into a werewolf. Why the name (werewolf - "man-wolf") is applied to creatures that obviously didn't change shape (Sauron's werewolves, Morgoth's own wolf, etc.), I wouldn't know.

    Barrow-Wight: CR 7; Medium Undead (Incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.; AC 21 (+3 Dex, +2 deflection, +6 +1 breastplate), touch 15, flat-footed 13; Base Atk/Grp +3/+5; Atk +1 longsword +6 melee (1d8+3, 19-20) or touch +6 melee (1d8 plus energy drain and paralysis); Space/Reach 5 ft./5 ft.; SA Energy drain, frightful presence, hypnotic voice; SQ Darkvision 60 ft., ghost hand, incorporeal traits, sunlight powerlessness, undead traits; AL LE; SV Fort +2, Ref +5, Will +7; Str 14, Dex 16, Con --, Int 14, Wis 14, Cha 15.
    Skills: Hide +13, Intimidate +12, Knowledge (nobility and royalty) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)
    Feats: Alertness, Improved Initiative, Lifesense
    Energy Drain (Su): Living creatures hit by a barrow-wights’s incorporeal touch attack gain one negative level. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the barrow-wight gains 5 temporary hit points.
    Frightful Presence (Ex): A barrow-wight can unsettle foes with its mere presence. The ability affects all creatures within 30 feet. A potentially affected creature that succeeds on a Will save (DC 15) remains immune to that barrow-wight’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
    Ghost Hand (Ex): Unlike most incorporeal creatures, barrow-wights can manipulate physical objects, and have a Strength score. They can wield weapons and wear armor. Their armor and weapons are not resistant to damage from corporeal sources, but their bodies remain so. A barrow-wight's touch attack is not incorporeal, and they can grapple opponents (and frequently do so).
    Hypnotic Voice (Su): Anyone within 30 feet of a barrow-wight must succeed at a Will save (DC 15) or be affected as if by the dominate person spell. The only command the barrow-wight ever gives is for the victims to follow it into its tomb, where it will slay them.
    Paralysis (Su): Touch, Will save (DC 15) or paralyzed for 1 minute.
    Sunlight Powerlessness (Ex): Barrow-wights are powerless in natural sunlight (not merely a daylight spell) and flee from it. A barrow-wight caught in sunlight cannot attack and can take only a single move or attack action in a round. If a barrow-wight's tomb is broken open and sunlight admitted within, the barrow-wight fades into the mist and is destroyed forever.
    Possessions: +1 longsword, +1 breastplate. Barrow-wights frequently make use of whatever items were buried with them.

    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
    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.

    A fell beast can slash with its talons only when making a flyby attack.
    MM true dragons and Draconomicon landwyrms take the place of winged and wingless dragons (wingless ones apparently being at least as common as winged ones). You can switch their elemental affinities around (fire being the most common).

    Night twists are evil trees. For treants, just advance the MM treant as much as you please.

    War trolls were converted to olog-hai (with the giant type), and mountain trolls to cave/mountain trolls, but I've omitted them since the original creatures are from MM2.

    The watcher in the water is an advanced darktentacles.

    All sorts of other creatures fit into Middle Earth with no conversion at all (dragon turtles, krakens, giant eagles, giants, undead, golems, etc.)

    I posted my Nazgûl template before, and can't be bothered to do it again.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2005
    Location
    Worcestershire, UK

    Default Re: Middle Earth Conversions

    Thanks!

    I like that you've put an LA on the Noldor and Sindar, and that Noldor are Outsiders.

    Personally, though, I don't think d20 Fantasy is the system we need to use for Middle Earth. There could be a version of the d20 system that comes close, but the d20 Fantasy SRD isn't it.

    Still, it's nice to have some stats for some of JRRT's cooler things.

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