# D&D 3.5 - Middle Earth Creature List by Gothmog

## Balrog

Huge Outsider

Hit Dice: 25d8+250 (363 hp)

Initiative: +7 (+3 Dex, +4 Imp Init)

Speed: 40 ft, fly 90 ft (good)

Armor Class: 35 (+3 Dex, -2 size, +20 natural, +4 smoke)

Attacks: +4 flaming greatsword +41/+36/+31/+26 melee, +2 flaming whip +27 melee; or 2 slams +32 melee

Damage: +4 flaming greatsword 2d8+1d6+16, +2 whip 1d4+8, slams 1d8+12

Face/Reach: 10 ft by 10 ft/15 ft (30 ft with whip)

Special Attacks: Spell-like abilities, fear, entangle, body flames, domination

Special Qualities: Damage reduction 30/+3, SR 30, demon qualities, entangle, frightful presence (DC 25), spell use, darkvision 240 ft, fire immunity, death throes, weapon destruction

Saves: Fort +24, Ref +17, Will +19

Abilities: Str 35, Dex 16, Con 30, Int 20, Wis 20, Cha 16

Skills: Bluff +30, Concentration +28, Diplomacy +25, Hide +20, Knowledge (any 3) +26, Listen +36, Move Silently +20, Scry +27, Search +27, Sense Motive +28 Spellcraft +30, Spot +37

Feats: Ambidexterity, Cleave, Great Cleave, Improved Initiative, Power Attack, Two-Weapon Fighting

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: 28

Treasure: Standard coins, double goods, standard items

Alignment: Always Lawful Evil

Advancement: 26-35 HD (Huge), 36-45 HD (Gargantuan)

Balrogs are evil spirits of fire that were among the first allies of Morgoth in the early days of Arda. As Maiar, Balrogs are immortal and incredibly powerful, and can lay waste to legions of men or elves with apparent ease. Most of the balrogs were destroyed in the wars with elves and men, but a few remain, hidden away in the dark holes of the earth. Balrogs are humanoids that stand some 20 feet tall with oily black skin, clawed hands and feet, and eyes that burn like coals. A balrog is constantly wreathed in flame and smoke, sometimes making it hard to see the demon clearly.

**Spell Use (Su):** Balrogs can use the following spells at will- *blasphemy, deeper darkness, desecrate, detect good, fear, flame strike, greater dispelling, pyrotechnics, read magic, suggestion, symbol* (any), *telekinesis, tongues* (self o­nly), *unhallow, unholy arm, unholy blight, and wall of fire*. They can also use the following powers o­nce per day- *fire storm, implosion*. These spell-like abilities are as the spells cast by a 25^th^ level sorcerer (save DC 13 + spell level).

**Demon qualities (Su):** Balrogs are immune to fire, poison and electricity, and have cold and acid resistance of 20. They may also communicate telepathically with any creature within 100 feet that has a language. Balrogs may also Smite Good o­nce per day, inflicting an extra 25 hp of damage o­n a successful hit against a good-aligned creature.

**Frightful presence (Ex):** Anyone looking upon a Balrog or who comes within 50 feet of the demon must make a DC 25 Will save or suffer the effects of *panic* (see DMG).

**Entangle (Ex):** A balrog’s whip can entangle foes much like an attack with a net. The whip has a range of 30 feet, with a range increment of 10 feet, and 20 hit points. If the whip hits, the target and the balrog must make immediate opposed Strength checks; if the balrog wins, it drags the target into its flaming body (see below). The target remains trapped against the balrog’s body until it escapes the whip.

**Immolation (Su):** At will, balrogs can wreathe their bodies in roaring flame as a free action. The balrog suffers no harm, but anyone grappling with the balrog or struck by it takes 4d6 points of fire damage. Anyone within 10 feet takes 2d6 fire damage.

**Weapon Destruction (Su):** Any weapon less than +3 enchantment that strikes a balrog will melt unless it makes a DC 22 save. Non-magical weapons are not allowed a save.

**See Invisibility (Su):** Balrogs continually see invisibility as the spell cast by a 25^th^ level sorcerer.

**Death Throes (Ex):** When killed, a balrog explodes in a roar of flames that deals 50 points of fire damage to everything within 100 feet.

 

## Crebain

Small Animal

Hit Dice: 1d8 (5 hp)

Initiative: +3 (+3 Dex)

Speed: 10 ft, fly 60 ft (average)

Armor Class: 16 (+2 size, +3 Dex, +1 natural)

Attacks: Claws +5 melee, bite +0 melee

Damage: Claws 1d2-3, bite 1d3-1

Face/Reach: 2.5 ft by 2.5 ft/0 ft

Special Qualities: None

Saves: Fort +2, Ref +5, Will +2

Abilities: Str 5, Dex 15, Con 10, Int 4, Wis 10, Cha 6

Skills: Listen +6, Spot +6 (+16 while in the air as a flock)

Feats: Weapon Finesse (claws)

Climate/Terrain: Any forest, hills, plains, mountains

Organization: Flock (20-120)

Challenge Rating: 1/4

Treasure: None

Alignment: Usually Chaotic Evil

Advancement: Small (2-3 HD)

Crebain are large black crows that have corrupted by evil. Usually found in Dunland and the Fangorn Forest area, crebain patrol their domains in large flocks, keeping an observant eye o­n the area, and reporting anything they see back to their evil masters. While in the air, flocks of crebain have a +10 bonus to their Spot checks.

 

## Corpse Candle

Medium-sized Undead (incorporeal)

Hit Dice: 4d12 (26 hp)

Initiative: +8 (+8 Dex)

Speed: Fly 50 ft (good)

Defense: 18 (+8 Dex)

Attacks: Incorporeal touch +9 melee

Damage: Incorporeal touch 1d4 and drains 1d4 Con temporarily

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Undead, SR 12, incorporeal, charm to follow (DC 18), life stealing

Saves: Fort +1, Ref +8, Wil +6

Abilities: Str -, Dex 25, Con -, Int 12, Wis 17, Cha 22

Skills: Bluff +12, Disguise +12, Hide +12, Listen +8, Move Silently +12, Search +8, Spot +9

Feats: Dodge, Mobility

Climate/Terrain: Any swamp or water

Organization: Solitary

Challenge Rating: 6

Treasure: None

Alignment: Usually neutral evil

Advancement: Medium-sized (5-10 HD)

Corpse candles are the sprits of men, elves, orcs, dwarves, or other race who have died a watery death, and still haunt the area around their grave. Corpse candles project the image of a small mote of colored light, hoping to lure travelers to a secluded area where they can drain them of life. At the site where the corpse candle died in life, the image of their mortal body can be seen under the water, but cannot be interacted with.

**Illusions (Su):** Corpse candles can project illusions of themselves via a power identical to *Major Image* at will. They often use this power to produce phantasms of their former bodies, and lights and sounds to fool the unwary into exploring further.

**Charm (Su):** Corpse candles can use a power similar to a Suggestion spell 3 times per day, however no verbal component must be used. Instead, the victim feels an uncontrollable urge to follow the corpse candle’s directions, usually attributing their actions to a desire to find out what is causing the unusual sights and sounds they are experiencing. The effect can be resisted by a successful DC 18 Will save.

**Life Stealing (Su):** When a corpse candle touches a victim, a wound similar to a severe frostbite appears in the area, and the victim temporarily loses 1d4 Con points. Lost Con points return at the rate of o­ne per day of complete bed rest.

 

## Dumbledors

Tiny Vermin

Hit Dice: 1/2d8 (2 hp)

Initiative: +2 (+2 Dex)

Speed: 20 ft, fly 60 ft (good)

Armor Class: 16 (+2 size, +2 Dex, +2 natural)

Attacks: Sting +0

Damage: 1d2 + poison

Face/Reach: 2.5 ft by 2.5 ft/ 0 ft

Special Attacks: Poison

Special Defenses: None

Saves: Fort +2, Ref +2 Wil +0

Abilities: Str 3, Dex 14, Con 10, Int – , Wis 10, Cha 6

Skills: Intuit Direction +4, Spot +6

Feats: None

Climate/Terrain: Temperate and warm forest and swamp

Organization: Solitary, swarm (3-12), or nest (20-120)

Challenge Rating: 1/4

Treasure: None

Alignment: Neutral

Advancement: Tiny (1 HD)

Dumbledors are a species of giant wasp with bright black and yellow markings. Each dumbledor is roughly 5 pounds in size, and has a wingspan of nearly 2 feet. These animals are easily irritated, and have been known to swarm without provocation.

**Poison (Ex)**: The sting of a dumbledor delivers a mild poison that causes the loss of o­ne temporary point of Con if a DC 12 Fort save is failed.

 

## Eagles, Great

Celestial Large Magical Beast

Hit Dice: 6d10+12 (45 hp)

Initiative: +3 (+3 Dex)

Speed: 10 ft, fly 120 ft (good)

Armor Class: 17 (-1 size, +3 Dex, +5 natural)

Attacks: 2 claws +12 melee, bite +7 melee

Damage: Claw 1d6+6, Bite 1d8+3

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Evasion, celestial qualities, DR 5/+1, SR 12, Acid/Cold/Electricity resistance 10, dive attack

Saves: Fort +7, Ref +8, Wil +4

Abilities: Str 22, Dex 17, Con 15, Int 10, Wis 14, Cha 10

Skills: Knowledge (nature) +3, Listen +5, Sense Motive +9, Spot +11 (+15 during daylight), Wilderness Lore +8

Feats: Alertness

Climate/Terrain: Any forest, hill, or mountain

Organization: Solitary or pair

Challenge Rating: 5

Treasure: None

Alignment: Usually Neutral Good

Advancement: Large (6-9HD), Huge (10-12 HD)

The giant eagles of Middle Earth are the greatest of all birds, standing nearly 12 feet tall with a 35 foot winspan, and are thought to have been created by the Valar Manwe. Legend has it that Manwe tasked these great birds to build their nests in the high crags of the world, and keep an eye o­n the mortal lands, reporting to him what they saw and heard. Regardless, the eagles are of noble sprit, and are never evil. Although they seem domineering and lacking in sentiment for most mortals, they are staunch foes of evil, and seek to destroy it when it is uncovered.

**Evasion (Ex)**: Any effect that would allow an eagle to make a Reflex save for half damage, allows the eagle to take no damage with a successful save.

**Celestial qualities (Su)**: Eagles have acid/cold/electricity resistance of 10, SR 12, DR 5/+1, and darkvision to a range of 60 feet. Eagles may also Smite Evil o­nce per day, inflicting an extra 6 hp of damage o­n a successful hit against an evil-aligned creature.

**Dive Attack (Ex)**: An eagle can make a dive attack as long as it can dive at least 50 feet towards its enemy. This attack provokes an attack of opportunity from the target if he is aware of the attack, but if the eagle hits, each of its claws inflict 2d6+12 damage. If both claws hit, it has grasped the victim in its talons and flown off with him.

**Carrying Capacity**: A giant eagle can carry a tremendous amount of weight: up to 300 lbs is a light load, 301-600 lbs is a medium load, and 601-900 lbs is a heavy load.

 

## Ent

Huge Plant

Hit Dice: 10d8+90 (135 hp)

Initiative: -2 (-2 Dex)

Speed: 30 ft

Defense: 21 (-2 size, -2 Dex, +15 natural)

Attacks: 2 slams +17 melee

Damage: slam 2d6+10

Face/Reach: 10 ft by 10 ft/ 15 ft

Special Qualities: Animate trees, trample, plant, fear, fire vulnerability, ½ damage from piercing, double damage against objects

Saves: Fort +12, Ref +1, Wil +7

Abilities: Str 30, Dex 7, Con 28, Int 14, Wis 15 Cha 12

Skills: Hide –9 (+16 in forested areas), Intimidate +8, Knowledge (Nature) +10, Listen +9, Sense Motive +10, Spot +9, Wilderness Lore +10

Feats: Iron Will, Power Attack

Climate/Terrain: Any forest

Organization: Solitary or grove (6-10)

Challenge Rating: 10

Treasure: Standard

Alignment: Always neutral good

Advancement: By character class

Ents (or the o­nodrim) are huge plantlike humanoids who appear to be trees at a cursory glance. However, o­nce an ent is moving, it is readily apparent that they are not vegetative at all. Ents are strongest and largest of the natural races: their skin is like bark, and they are powerful enough to destroy buildings and split stone with ease. Although ents are the oldest of the speaking races, it was the elves that taught them how to become mobile. Ents now act as caretakers of the forests and wild places, and usually strongly resemble a particular type of tree. Ents are not prone to rash action, and can often take days to make a fairly simple decision.

Ents are a dwindling race- with the coming of man, the ents have retreated to their ancient forests and often become dormant out of feelings of weariness, forgetfulness, or bitterness. Many ents are also disappointed and forlorn about the disappearance of the Entwives, who have now seemingly vanished without a trace. Ents hate orcs, trolls, and humans who needlessly desecrate forests. They are suspicious of dwarves as well.

**Animate trees (Su)**: An ent can animate up to two trees at a time within 180 feet, controlling their movements at will. Tress that are awakened in this manner take o­ne round to uproot themselves, and have the same stats as huorns. These trees will remain active for as long as the ent is within o­ne mile of them, or until the ent is incapacitated, or wishes to end their activity.

**Trample**: An ent can trample opponents up to Medium-sized for 2d12+5 damage. Opponents who do not attempt to make attacks of opportunity against the ent may make a DC 20 Reflex save for half damage.

**Plant**: Ents are immune to mind-influencing attacks, poison, sleep, paralysis, stunning, and polymorphing. Ents are not subject to critical hits.

**Fear (Su)**: Anyone seeing an ent who has become enraged must make a DC 16 Will save or suffer the effects of a *Fear* spell.

**Fire Vulnerability**: An ent takes double damage from fire attacks unless the attack allows a save, in which case the ent takes double damage if the save is failed, or none if the save is successful.

**Half damage from piercing weapons**: Piercing weapons deal half damage to ents, with a minimum of 1 point of damage.

**Double damage against objects (Ex)**: Due to the strength and plant-like nature of ents, they inflict double damage (4d6+20) against buildings or inanimate objects.

Although most ents conform to the above stats, some few have gained greater wisdom, and advance in character classes. An ent’s favored class is druid. If generated as a character, their stat modifiers are as follows: Str +18, Dex -4, Con +18, Int +2, Wis +4, Cha +2. ECL +11

 

## Fell Beasts

Huge Dragon

Hit Dice: 8d12+16 (68 hp)

Initiative: +5 (+1 Dex, +4 Imp Init)

Speed: 20 ft, fly 80 ft (average)

Armor Class: 20 (+1 Dex, -2 size, +11 natural)

Attacks: Bite +14 melee, 2 claws +9 melee; or Bite +14 melee, 2 wings +9 melee

Damage: Bite 2d8+10, claw 1d8+4, wing 1d6+4 + knockback

Face/Reach: 10 ft by 20 ft/ 10 ft

Special Qualities: Scent, Stinking Cloud, dive attack

Saves: Fort +8, Ref +7, Wil +8

Abilities: Str 24, Dex 12, Con 15, Int 8, Wis 14, Cha 9

Skills: Listen +15, Move Silently +10 (+16 while flying), Spot +15 (+18 while flying)

Feats: Alertness, Flyby Attack, Improved Initiative

Climate/Terrain: Temperate and warm forest, hills, and mountains

Organization: Solitary, pair, or flight (3-6)

Challenge Rating: 6

Treasure: Standard

Alignment: Usually neutral evil

Advancement: Huge (9-12 HD), Gargantuan (13-18 HD)

Fell beasts are large creatures related to dragons that make their lairs in high rocky caves or other desolate areas. In particular, southern Mirkwood and Gorgoroth are infested with them, but they can be found all along the Misty Mountains, and even as far north as Angmar. Fell beasts resemble two-legged dragons with heads much like a vulture, and two huge batlike wings. The average specimen reaches about thrity feet in length, and often has a 40-50 foot wingspan. These creatures have excellent nightsight, and can see up to o­ne mile away with a high degree of accuracy. At night these creatures are even more deadly, they are not hampered by the darkness, and can see as well as if it were day, as long as there is at least some light in the area. Their favored method of attack is to swoop from the sky and rake their prey with their wicked talons.

**Stinking cloud (Ex)**: Three times per day, a fell beast can exhale a foul gas that is identical to the arcane spell *Stinking Cloud* as cast by an 8^th^ level sorcerer.

**Dive Attack (Ex)**: A fell beast can make a dive attack as long as it can dive at least 50 feet towards its enemy. This attack provokes an attack of opportunity from the target if he is aware of the attack, but if the fell beast hits, each of its claws inflict 2d8+8 damage. If both claws hit, it has grasped the victim in its talons and flown off with him.

**Knockdown (Ex)**: If a fell beast used its wings while grounded to attack a foe, a successful hit forces a target of medium-size or smaller to make a DC 12 Strength check. If it fails, the target it battered backwards 5 feet by the attack, and is counted as prone.

 

## Flies of Mordor

Diminutive Vermin

Hit Dice: 1/4d8 (1 hp)

Initiative: +2 (+2 Dex)

Speed: 10 ft, fly 40 ft (good)

Armor Class: 16 (+2 Dex, +4 size)

Attacks: Bite +0 melee

Damage: Bite 1d2-4 + Disease

Face/Reach:1 ft by 1 ft/ 0 ft

Special Qualities: Disease

Saves: Fort +3, Ref +2, Wil +1

Abilities: Str 2, Dex 15, Con 11, Int -, Wis 12, Cha 8

Skills: None

Feats: None

Climate/Terrain: Mordor

Organization: Swarm (10-100)

Challenge Rating: 1/8

Treasure: None

Alignment: Neutral

Advancement: Tiny (1/2 HD)

These tiny flies are o­ne of the few forms of life that actually thrives in Mordor. The flies are hideous creatures to behold, almost an inch long, black, hairy, and with the red mark of the Eye of Sauron o­n their backs. Individually, the flies are not dangerous, merely pests. In swarms though, the flies pose a serious danger to any living creature travelling the plains of Mordor. These swarms have been knows to attack travelers, biting them until they succumb to the pain of their wounds.

**Disease (Ex)**: The flies also can spread a disease to those bitten- the victim must make a DC 11 Fort save or contract a disease known as Sauron’s Wrath. Victims of this disease lose 1 point per week from each stat, and if any stat drops to 0, the victim dies. After initial infection, the victim make attempt to shake the disease off by making a DC 18 Fort save each week- if the victim make two of his saves in consecutive weeks, he has overcome the disease. Lost ability scores return at the rate of o­ne point per week.

 

## Giants

Large Giant

Hit Dices: 14d8+70 (133 hp)

Initiative: +2 (+2 Dex)

Speed: 40 ft

Armor Class: 18 (+2 Dex, -1 size, +4 natural, +3 hides)

Attacks: Huge greatclub +17/+12 melee, or rock +12/+7 ranged

Damage: Huge Greatclub 2d6+12, rock 2d8+12

Face/Reach: 5 ft by 5 ft/10 ft

Special Qualities: Rock throwing, rock catching

Saves: Fort +14, Ref +6, Will +4

Abilities: Str 27, Dex 15, Con 20, Int 8 Wis 12, Cha 7

Skills: Climb +10, Hide +0 (+4 in home area), Jump +10, Spot +3

Feats: Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot

Climate/Terrain: Mountains and hills near Rhovanion, Misty Mountains

Organization: Solitary, gang (2-5), band (6-9), or tribe (11-20)

Challenge Rating: 8

Treasure: Standard

Alignment: Usually neutral

Advancement: By character class

Giants appear as large 10-12 foot tall hairy men, often wearing the skins of great beasts and carrying crude weaponry. They have a reputation for playfulness and stupidity, but also for known for their rage when angered. Usually content to leave travelers alone, or possibly frighten then by tossing rocks near them, giants are not creatures of darkness, but are quite dull, and can be tricked fairly easily. Giants hate trolls, and will not suffer a troll to live in an area they have claimed.

**Rock Throwing (Ex)**: Giants are adept at throwing large rocks (weighing 20 to 30 pounds), up to five range increments away (40 foot range increment). A hit by such a boulder inflicts 2d8+12 damage.

**Rock Catching (Ex)**: Giants may catch rocks (or similar projectiles) of up to large size. o­nce per round, a giant that would normally be hit by such a projectile may make a Ref save to catch it as a free action, given that he is aware the missile is coming towards him. The DC is 15 for a small rock, 20 for a medium rock, and 25 for a large rock.

A giant’s favored class is barbarian, but it is not unknown for giant rangers and adepts to exist as well. A giant’s stat modifiers are as follows: Str +16, Dex +4, Con +10, Int –2, Wis +2, Cha -4.

 

## Ghoul

Medium-sized Undead

Hit Dice: 4d12 (26 hp)

Initiative: +0 (+0 Dex)

Speed: 30 ft

Armor Class: 12 (+0 Dex, +0 size, +2 natural)

Attacks: 2 claws +5 melee, bite +0 melee

Damage: Claw 1d6+3, bite 1d4+3

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Undead, frightful presence (DC 12)

Saves: Fort +1, Ref +1, Wil +6

Abilities: Str 17, Dex 11, Con -, Int 4, Wis 14, Cha 10

Skills: Climb +6, Listen +6, Spot +7

Feats: Multiattack

Climate/Terrain: Any land or underground

Organization: Solitary, gang (2-5), or pack (11-20)

Challenge Rating: 2

Treasure: None

Alignment: Always neutral evil

Advancement: Medium-sized (5-8 HD)

Ghouls are the animated corpses of fallen men, dwarves, hobbits, or orcs. They are somehow partially preserved by the conditions that created them, often appearing as desiccated husks (in dry climes), or as darkly tannin-stained bodies such as o­ne might find in a peat bog. The nails and teeth of ghouls are long and sharp, and they pursue any living creature that comes into their territory as food. Very little of the intellect they possessed in life remains with them, but they are cunning creatures, and have been known to lay ambushes for the unwary.

**Frightful Presence (Su)**: The appearance of a ghoul causes any creature of 4 HD or less that sees it to make a DC 12 save or become *shaken* for 5d6 rounds. Creatures that make their saves are immune to the fear effect of that ghoul for o­ne day. If multiple ghouls are encountered, o­nly roll o­nce per character, against the highest HD ghoul.

 

## Hummerhorns

Small Vermin

Hit Dice: 2d8+4 (13 hp)

Initiative: +3 (+3 Dex)

Speed: 20 ft, fly 60 ft (good)

Defense: 17 (+3 Dex, +1 size, +3 natural)

Attacks: Bite +4 melee

Damage: Bite 1d4-1 + blood drain

Face/Reach: 2.5 ft by 2.5 ft/ 0 ft

Special Qualities: Blood drain

Saves: Fort +5, Ref +3, Wil +1

Abilities: Str 8, Dex 17, Con 14, Int -, Wis 12, Cha 8

Skills: Hide +11, Spot +5

Feats: Weapon Finesse (bite)

Climate/Terrain: Temperate swamps

Organization: Swarm (11-20)

Challenge Rating: 1/2

Treasure: None

Alignment: Neutral

Advancement: Small (3-4 HD)

Hummerhorns are huge mosquitoes, with a wingspan of nearly four feet, and weighing almost ten pounds. Usually found in swamps and boggy areas, hummerhorns are fearless, and have been known to attack armored knights.

**Blood Drain (Ex)**: o­n a successful bite attack, the hummerhorn drains 1d2 points of Con per round. o­nce a hummerhorn has drained four points of Con, it flies off to digest its meal. Lost Con points return at the rate of o­ne per day of complete bed rest.

 

## Huorns

Huge Plant

Hit Dice: 8d8+24 (60 hp)

Initiative: -3 (-3 Dex)

Speed: 5 ft

Armor Class: 16 (-3 Dex, -2 Size, +11 natural)

Attacks: 2 slams +13

Damage: Slam 2d6+7

Face/Reach: 10 ft by 10 ft/ 15 ft

Special Qualities: Rapid movement

Saves: Fort +9, Ref –1, Wil +4

Abilities: Str 25, Dex 5, Con 17, Int 12, Wis 14, Cha 6

Skills: Hide –9 (+16 in forested areas), Intimidate +6, Knowledge (any o­ne) +8, Listen +6, Sense Motive +7, Spot +7, Wilderness Lore +8

Feats: Power Attack

Climate/Terrain: Temperate forests

Organization: Solitary or grove (5-10)

Challenge Rating: 7

Treasure: None

Alignment: Usually neutral

Advancement: Huge (9-12 HD), Gargantuan (13-16 HD)

Huorns are tree-like beings who live in forests tended by ents. Hurons look exactly like trees native to their particular forest, but are in fact either trees awaked from their sleep by ents, or ents that have slipped into dormancy. Huorns who have been influenced by the Shadow bear a great deal of hostility towards kelvar ("living things that can flee"), and create forests that are hot, dark, and oppressive. Those hurons who have not been corrupted enjoy a peaceful existence in tranquil woods. Both varieties of huorns (good and bad) can be persuaded by an ent to combat mutual foes. In particular, hurons hate orcs, trolls, and humans who needlessly desecrate forests. They are suspicious of dwarves as well.

**Rapid movement (Su):** Under the direction of ents, huorns can be persuaded to move vast distances in a short time, o­n the order of 10 miles per day, per HD of the commanding ent.

## Lassaraukar, Lesser

Medium-sized Outsider

Hit Dice: 5d8+15 (38 hp)

Initiative: +8 (+8 Dex)

Speed: 200 ft

Defense: 23 (+8 Dex, +0 size, +5 natural)

Attacks: 2 disks +13 missile

Damage: Disk 1d6+3 + poison

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Darkvision 120 ft, scent, permanent spider climb, poison, leap, SR 10

Saves: Fort +7, Ref +, Wil +6

Abilities: Str 16, Dex 26, Con 17, Int 8, Wis 14, Cha 10

Skills: Climb +17, Hide +13, Jump +13, Listen +7, Move Silently +13, Spot +7

Feats: Dodge, Mobility, Point Blank Shot, Precise Shot

Climate/Terrain: Any forest

Organization: Band of five lesser and o­ne greater Lassaraukar

Challenge Rating: 6

Treasure: Double Standard

Alignment: Always chaotic evil

Advancement: Medium-sized (6-8 HD)

Lassaruakar ("demons of the leaves") are woodland spirits that were seduced and corrupted by Morgoth, and are now savage predators of the woodlands. Although immortal, these demons are unable to reproduce- thankfully for all the races of Middle Earth. Lassaraukar appear as tall featureless humanoids covered in grayish-green skin that covers all parts of their bodies, including their faces. There is also a second fold of skin that extends from their brow ridges over their faces, shielding them from light except when feeding. Although their sense of sight is not great, they can hear and smell exceptionally well. They are also blindingly fast, and can move among the trees and along branches faster than any horse can run, even faster than a great eagle or dragon during flight. Occasionally, these creatures will stand in a forest completely still, and can easily be mistaken for weathered statues (+5 Hide bonus when immobile).

Lassaruakar live in "lats" of six, five lesser lead by o­ne greater lassaraukar. They often lair in dark, oppressive woods, and subsist o­n a diet of nuts, fruit, and plant materials. However, they are fond of raw meat as well, particularly brains. They are exceedingly cruel creatures, and enjoy toying with their prey and tormenting it before they move in for the kill. They despise men, hobbits, and dwarves, but hold a special hatred for elves.

When in combat, Lassaraukar are constantly in motion, o­nly stopping to fire two of their envenomed disks at an opponent. They make a strange circular motion with their arms, swinging them in a backward fashion at great speed until they are pointed at the target. This motion propels two 2" sharpened bone disks from the creature’s chest cavity, down a bone track along its inner arm, and towards a chosen target. The disks have a range increment of 50 feet, and the creature has a store of 50 such disks.

**Permanent spider climb (Su)**: Lassaruakar gain the benefits of a permanent *spider climb* spell.

**Poison** (Ex): Each of the disks a lassaraukar fires is coated in a slimy poison that causes the loss of 1d3/1d3 Dex unless a DC 15 Fort save is made.

**Leap (Ex)**: Due to the amazing speed a lassaraukar can move, it can leap up to 50 feet horizontally, or 25 feet vertically given that it has at least 50 feet to accelerate.

## Lassaraukar, Greater

Medium-sized Outsider

Hit Dice: 9d8+45 (86 hp)

Initiative: +10 (+10 Dex)

Speed: 250 ft

Armor Class: 26 (+10 Dex, +0 size, +6 natural)

Attacks: 2 disks +19 missile

Damage: disk 1d8+6 + poison

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Darkvision 120 ft, permanent spider climb, poison, eye blast, leap 100 ft, SR 18

Saves: Fort +11, Ref +16, Wil +9

Abilities: Str 22, Dex 30, Con 20, Int 10, Wis 16, Cha 14

Skills: Climb +, Hide +, Jump +, Listen +, Move Silently +, Spot +

Feats: Dodge, Mobility, Point Blank Shot, Precise Shot, Shot o­n the Run

Climate/Terrain: Any forest

Organization: Band of five lesser and o­ne greater Lassaraukar

Challenge Rating: 11

Treasure: Double Standard

Alignment: Always chaotic evil

Advancement: Large (10-14 HD)

See Lasssraukar, Lesser for description.

In addition, Greater Lassaraukar have the following powers:

**Poison (Ex)**: Same as the lesser lassaraukar, except the DC is 18.

**Eye Blast (Su)**: Three times per day, greater lassaraukar have the ability to emit stored sunlight in the form of a bright flash of light. Anyone within 30 feet facing the lassaruakar (excluding other lassaraukar) must make a DC 18 Reflex save or be blinded for 2d6 rounds.

 

## Mearas

Large Magical Beast

Hit Dice: 4d10+16 (38 hp)

Initiative: +2 (+2 Dex)

Speed: 90 ft

Armor Class: 15 (+2 Dex , -1 size, +4 natural)

Attacks: 2 hooves +8 melee

Damage: hoof 1d6+4

Face/Reach: 5 ft by 10 ft/ 5 ft

Special Qualities: Scent

Saves: Fort +8, Ref +6, Wil +3

Abilities: Str 18, Dex 15, Con 18, Int 6, Wis 14, Cha 12

Skills: Listen +8, Spot +8

Feats: None

Climate/Terrain: Plains of Rhovanion

Organization: Solitary or Herd (6-20)

Challenge Rating: 2

Treasure: None

Alignment: Always neutral

Advancement: None

The meras are noble horses that have long lived in the wilds of Midde Earth, occasionally serving as steeds for great lords. Believed to be descended from Nahar, the steed of Orome, the mearas are much more intelligent than normal steeds, can understand human speech, and require no saddle or bridle to ride. All of the modern mearas in Rohan are descended from Felarof, the great steed of Eorl. When urged to ride hard, a mearas can cover nearly 25 miles in a hour for up to 12 hours, and o­nly needs to rest for 6 hours after such a run to regain its full strength.

 

## Mewlips

Medium Undead

Hit Dice: 5d12 (33 hp)

Initiative: +2 (+2 Dex)

Speed: 30 ft, swim 30 ft

Armor Class: 17 (+2 Dex , +0 size, +5 natural)

Attacks: 2 claws +5 melee, bite +0 melee; or weapon +5 melee

Damage: claws 1d6+3, bite 1d6+1, or weapon +3

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Undead, +2 turn resistance, blood drain, frightful presence (DC 15), create spawn

Saves: Fort +1, Ref +3, Wil +7

Abilities: Str 16, Dex 14, Con -, Int 13, Wis 14, Cha 16

Skills: Climb +8, Escape Artist +5, Hide +9, Jump +4, Listen +8, Move Silently +10, Swim +11

Feats: Multiattack, Weapon Finesse (bite)

Climate/Terrain: Any land and underground

Organization: Solitary, gang (2-5), or pack (6-10)

Challenge Rating: 3

Treasure: Standard

Alignment: Always chaotic evil

Advancement: Medium (6-8 HD)

Mewlips are creatures of nightmare, cannibalistic spirits that haunt mortals, feeding o­n their flesh and blood. Commonly found near graveyards, battlefields, swamps and other unpleasant areas, they lurk in the shadows, waiting for victims. Mewlips appear human at first glance, but upon closer inspection, they can be seen to have horribly hunched backs, slanted eyes, sharp claws and teeth, glistening brownish-gray skin.

**Blood Drain (Ex)**: If a mewlip scores a bite hit, it will latch o­n to its victim, and drain 1d3 Con points per round, until the victim is dead, or the creature is driven away. Every Con point drained by a mewlip restores 1d6 hp to the creature. Lost Con points return at the rate of o­ne per day of complete bedrest.

**Frightful Presence (Su)**: The appearance of a mewlip causes any creature of 5 HD or less that sees it to make a DC 15 save or become *shaken* for 5d6 rounds. Creatures that make their saves are immune to the fear effect of that mewlip for o­ne day. If multiple mewlips are encountered, o­nly roll o­nce per character, against the highest HD mewlip.

**Create Spawn (Su)**: If a mewlip drains all of the Con from its victim, he will rise again as a mewlip in 4d6 hours.

## Mumakil

Huge Beast

Hit Dice: 14d10+98 (175 hp)

Initiative: -1 (-1 Dex)

Speed: 40 ft

Armor Class: 15 (-1 Dex , -2 size, +8 natural)

Attacks: Slam +26 melee, 2 stamps +21 melee; or gore +26 melee

Damage: Slam 2d6+12, stamp 2d6+6, gore 2d10+18

Face/Reach: 10 ft by 20 ft/ 10 ft

Special Qualities: Scent, Trample 2d10+18

Saves: Fort +16, Ref +8, Wil +6

Abilities: Str 35, Dex 8, Con 25, Int 3, Wis 14, Cha 7

Skills: Listen +7, Spot +7

Feats: None

Climate/Terrain: Harad

Organization: Solitary, pair, or herd (6-10)

Challenge Rating: 9

Treasure: None

Alignment: Always neutral

Advancement: Huge (15-20 HD)

Mumakil (sometimes called Oliphaunts) are huge, elephant-like beasts trained by the Haradrim as war beasts. Trained from an early age, mumakil relish battle, but can be very difficult to control o­nce the battle is joined (any maneuvers the rider wishes to make require an Animal Handing check at DC 15). Mumakil often stand 15 feet at the shoulder, with some specimens reported to be as large as 20 feet. They have great curving tusks they use in battle, as well as to uproot vegetation in search of tender roots and grasses.

**Trample (Ex)**: A mumak may attempt to trample foes of Large-size or smaller for automatic gore damage. Opponents who do not make attacks of opportunity may attempt a DC 20 Reflex save for half damage.

 

## Olog-hai

Large Giant

Hit Dice: 5d8+30 (66 hp)

Initiative: +0 (+0 Dex)

Speed: 40 ft

Armor Class: 20 (-1 size, +7 natural, +4 armor)

Attacks: By weapon +12 melee, 2 slams +12 melee

Damage: By weapon +7, slams 1d4+7

Face/Reach: 5 ft by 5 ft/ 10 ft

Special Qualities: Darkvision 60 ft, -2 in daylight

Saves: Fort +10, Ref +1, Wil +3

Abilities: Str 24, Dex 11, Con 22, Int 9, Wis 11, Cha 9

Skills: Climb +15, Intimidate +7, Jump +13, Listen +7, Spot +7, Search +3

Feats: Cleave, Iron Will, Power Attack

Climate/Terrain: Any land or underground

Organization: Gang (2-5), or troop (6-10)

Challenge Rating: 4

Treasure: Standard

Alignment: Usually Chaotic Evil

Advancement: By character class

The olog-hai (often known as black trolls) have tough, black scaly hides, and an insatiable lust for battle. They stand roughly 8 feet tall, and are heavily muscled creatures, with sloping brows, short claws, and short, sharp teeth. Bred by Sauron from lesser troll stock, the olog-hai are much more intelligent and cunning than their other trollish brethren. Olog-hai are often found as elite warriors and commanders of the Dark o­ne’s forces, and are among the best equipped of Sauron’s minions. Unlike other trolls, they are not turned to stone by sunlight, although they still find sunlight uncomfortable (-2 to attack rolls, AC, and skill checks).

An olog-hai’s favored class is barbarian, although a fair number of olog-hai fighters exist as well. An olog-hai character’s stat adjustments are Str +14, Dex +0, Con +12, Int –2, Wis +0, Cha –2. ECL +4.

## Orc

Medium-sized Humanoid

Hit Dice: 1d8+1 (6 hp)

Initiative: +1 (+1 Dex)

Speed: 30 ft

Armor Class: 14 (+1 Dex , +3 armor)

Attacks: By weapon +3 melee; by weapon +2 ranged

Damage: By weapon +2

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Darkvision 60 ft, -2 in sunlight

Saves: Fort +1, Ref +1, Wil +2

Abilities: Str 14, Dex 12, Con 12, Int 9, Wis 10, Cha 8

Skills: Climb +5, Hide +3, Listen + 6, Move Silently +3, Spot +7

Feats: Alertness, Endurance

Climate/Terrain: Any land or underground

Organization: Gang (2-5), squad (11-20 plus 2 3^rd^ level sergeants and o­ne leader of 3^rd^-6^th^ level), or band (30-100 plus 15% noncombatants plus 1 3^rd^ level sergeant per 10 adults, 5 5^th^ level lieutenants, 3 7^th^ level captains, and o­ne leader of 9^th^+ level)

Challenge Rating: 1/2

Treasure: Standard

Alignment: Usually Chaotic Evil

Advancement: By character class

Orcs are foul parodies of elves created my Morgoth during the First Age. Although not inherently evil, the darkness that warped them is still present, and orcish society advocates cruelty, greed, and selfishness. Orcs can range greatly in size and coloration, from 4-6 feet tall, and having skin tones ranging from sickly green, to ruddy brown, and sometimes gray. They are dirty an unkempt, and often bicker amongst each other. Orcs serve as the rank and file minions of Sauron, and can be found in any land. Orcs fear the sun and are most active at night, although if pressed they will occasionally venture forth during daylight. Orcs are superb miners and craftsmen, and although their works are not as fair to behold as items of dwarven make, they are every bit as functional. Orcs also have tremendous endurance, and can travel for days with little or no rest. Orcs hate and fear elves, and will attack them o­n sight. They also have suffered much at th! e hands of the dwarves, and are cautious of them.

An orc’s preferred class is barbarian, although a few orcs display the ability and discipline to become fighters, rogues, or rangers. Some few even become dark priests of Sauron. The above states reflect an orcish warrior, and as such favor the physical stats. An orc’s stat modifiers are as follows: Str +2, Dex +0, Con +2, Int –2, Wis +0, Cha -2. ECL +0

 

## Skeleton

Medium-sized Undead

Hit Dice: 2d12 (13 hp)

Initiative: +8 (+4 Dex, +4 Imp Init)

Speed: 30 ft

Armor Class: 16 (+4 Dex, +2 natural)

Attacks: By weapon +3; or 2 claws +3

Damage: By weapon +2; or claw 1d6+2

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Undead, frightful presence (DC 11), ½ damage from slashing or piercing weapons

Saves: Fort +0, Ref +4, Wil +4

Abilities: Str 14, Dex 18, Con -, Int 4, Wis 12, Cha 10

Skills: Climb +6, Listen +5, Spot +5

Feats: Improved Initiative

Climate/Terrain: Any land or underground

Organization: Solitary, gang (2-5), or troop (11-20)

Challenge Rating: 1

Treasure: None

Alignment: Always neutral evil

Advancement: Medium-sized (3-5 HD)

Skeletons are the animated remains of mortals, created by some dark power. Usually under the control of a necromancer or other master, skeletons can occasionally be found roaming free, slaying any living thing they come across. Although they do not possess the intelligence they had in life, enough cunning remains for them to set ambushes, and for them to despise any living creature.

**Frightful Presence (Su)**: The appearance of a skeleton causes any creature of 2 HD or less that sees it to make a DC 11 save or become *shaken* for 5d6 rounds. Creatures that make their saves are immune to the fear effect of that skeleton for o­ne day. If multiple skeletons are encountered, o­nly roll o­nce per character, against the highest HD skeleton.

**Half damage from slashing or piercing weapons (Ex)**: Due to the bony nature of skeletons, any slashing or piercing weapons that strike them inflict o­nly half normal damage.

 

## Spider, Lesser

Large Abberation

Hit Dice: 5d8+5 (28 hp)

Initiative: +3 (+3 Dex)

Speed: 30 ft, climb 20 ft (40 ft in webs)

Armor Class: 17 (+3 Dex, +4 natural)

Attacks: Bite +5 melee

Damage: Bite 1d8+3 and poison

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Poison, web, sneak attack +2d6

Saves: Fort +2, Ref +4, Wil +4

Abilities: Str 15, Dex 17, Con 12, Int 9, Wis 10, Cha 11

Skills: Climb +13, Hide +6 (+13 in webs), Jump +6, Move Silently +7 (+14 in webs), Spot +4

Feats: Dodge, Mobility

Climate/Terrain: Dense forests

Organization: Solitary, gang (2-5), or swarm (6-11)

Challenge Rating: 4

Treasure: Standard

Alignment: Usually neutral evil

Advancement: Large (6-9 HD)

The lesser spiders of Middle Earth are the distant grandchildren of the great demon-spider Ungoliant, whose bloodline has been diluted over the millennia until they are little more than bloodthirsty beasts. Still, they have a rudimentary intelligence and cunning, and often know several languages. Lesser spiders are roughly seven feet from in diameter (from o­ne foot to the opposite o­ne), and weigh in excess of 150 pounds. They have all manner or coloration, from black, to gray, to a mottled appearance. They dwell in out of the way forests, trapping the occasional careless hunter or traveler in their webs. Often, the lesser spiders will serve a greater spider in an area as servants or consorts.

**Poison (Ex)**: Lesser spiders inject a potent venom with each bite, forcing the victim to make a DC 16 Fort save or suffer the loss of 1d6 Str. When Str reaches 0, the victim is paralyzed. Lost Str points return naturally, at the rate of o­ne point per hour.

**Web (Ex)**: Spiders can spin webs that are as strong as heavy rope, and can hold their own weight and up to 250 pounds of extra weight. They can also use their webs to entangle creatures of up to o­ne size category larger. In order to do this, the spider much make a ranged touch attack roll with a +5 bonus to hit, and a range increment of 15 feet. If the attack hits, the target is snared and cannot move until it escapes from the webs, either by making a DC 26 Escape Artist check, or a DC 32 Strength check. The web can be cut by dealing 12 hp or more of damage, or can be burned off, causing 1d8 points of damage to the trapped creature.

**Sneak Attack (Ex)**: Lesser spiders may use the Sneak Attack ability as a 3^rd^ level rogue, causing 2d6 extra damage.

 

## Spider, Great

Huge Abberation

Hit Points: 7d8+21 (53 hp)

Initiative: +5 (+5 Dex)

Speed: 30 ft, climb 20 ft (40 ft in webs)

Armor Class: 22 (+5 Dex , -1 size, +8 natural)

Attacks: Bite +9 melee

Damage: Bite 2d6+6 and poison

Face/Reach: 10 ft by 10 ft/ 5 ft

Special Qualities: Poison, web, sneak attack +3d6, spell use

Saves: Fort +5, Ref +7, Wil +7

Abilities: Str 19, Dex 20, Con 16, Int 14, Wis 14, Cha 15

Skills: Bluff +7, Climb +16, Concentration +7, Hide +9 (+17 in webs), Jump +8, Move Silently +9 (+17 in webs), Spot +7

Feats: Combat Casting, Dodge, Mobility

Climate/Terrain: Dense forests

Organization: Solitary, pair, or band (5-8)

Challenge Rating: 9

Treasure: Double standard

Alignment: Always chaotic evil

Advancement: By character class

The greater spiders of Middle Earth are truly monstrous creatures born of nightmares. Spawn of the demon-spider Ungoliant and twisted by Morgoth, they possess a high degree of sentience, and are skilled in deception, stealth, and magic. Greater spiders are capable of speech, and often know several languages. The mightiest of the great spiders left in Middle Earth is Shelob the Great, although many of her kindred still exist in the dark places of the world. Great spiders appear as huge arachnids, covered with bristly fur, hideous multi-faceted eyes, and fangs that drip noxious venom. Many are almost fifteen feet across, weighing almost as much as two horses.

**Poison (Ex)**: Lesser spiders inject a potent venom with each bite, forcing the victim to make a DC 22 Fort save or suffer the loss of 1d8 Str. When Str reaches 0, the victim is paralyzed. Lost Str points return naturally, at the rate of o­ne point per hour.

**Web (Ex)**: Spiders can spin webs that are as strong as heavy rope, and can hold their own weight and up to 500 pounds of extra weight. They can also use their webs to entangle creatures of up to o­ne size category larger. In order to do this, the spider much make a ranged touch attack roll with a +9 bonus to hit, and a range increment of 15 feet. If the attack hits, the target is snared and cannot move until it escapes from the webs, either by making a DC 28 Escape Artist check, or a DC 34 Strength check. The web can be cut by dealing 14 hp or more of damage, or can be burned off, causing 1d8 points of damage to the trapped creature.

**Sneak Attack (Ex)**: Lesser spiders may use the Sneak Attack ability as a 5^th^ level rogue, causing 3d6 extra damage.

**Spell use (Su)**: Greater spiders all have limited spell use abilities equal to a 6^th^ level sorcerer (save DC 10 + spell level + Cha modifier).

A greater spider’s preferred class is sorcerer. Their ability score modifiers are as follows: Str +6, Dex +8, Con +4, Int +2, Wis +2, Cha +4. ECL +8.

 

## Ta-Fa-Lisch

Medium-sized Undead

Hit Dice: 6d12 (39 hp)

Initiative: +3 (+3 Dex)

Speed: 40 ft, fly 60 ft (good)

Armor Class: 15 (+3 Dex, +0 size, +2 deflection)

Attacks: Incorporeal knife +6

Damage: Incorporeal knife 1d6 plus paralysis

Face/Reach: 5 ft by 5 ft/ 5 ft

Special Qualities: Undead, incorporeal, paralysis, turn resistance +2, frightful presence (DC 16), sneak attack +2d6, permanent *Blur* spell, darkvision 120 ft

Saves: Fort +2, Ref +5, Wil +8

Abilities: Str -, Dex 17, Con -, Int 14, Wis 16, Cha 16

Skills: Hide +11, Intimidate +9, Intuit Direction +11, Listen +10, Search +8, Spot +11

Feats: Combat Reflexes, Improved Critical (knife), Weapon Finesse (knife)

Climate/Terrain: Petty dwarf holds in Rhudaur and underground

Organization: Solitary, gang (2-5), or swarm (6-10)

Challenge Rating: 6

Treasure: Double standard

Alignment: Usually neutral evil

Advancement: Medium-sized (7-12 HD)

Although dwarves rarely become undead, the ta-fa-lisch are the restless spirits of the petty dwarves of Rhudaur. These spirits are magically linked to a cursed mineral called Crospar. When these minerals were destroyed, the spirits of the ta-fa-lisch were loosed upon the world. Now, these malevolent spirits haunt the ancient halls of the petty dwarves, seeking even in unlife to guard their sacred possessions.

The ta-fa-lisch appear as shadowy dwarves with a grimace of hatred o­n their faces, and whose eyes glow with a fearsome red light. The ta-fa-lisch are completely silent when moving, and often their victims do not know of their presence until it is too late. The ta-fa-lisch can o­nly be struck by weapons while they themselves are attacking- otherwise they are incorporeal and immune to harm from normal weapons (any who wish to strike a ta-fa-lisch with normal weapons must delay their initiative until that of the ta-fa-lisch).

**Incorporeal**: Can o­nly be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore damage from any corporeal source. Can pass through solid objects at will, and its own attack pass through armor. Always moves silently.

**Paralysis (Su)**: Any living creature struck by a ta-fa-lisch must make a DC 16 Fort save or be paralyzed for 2d6 rounds.

**Frightful Presence (Su)**: The appearance of a ta-fa-lisch causes any creature of 6 HD or less that sees it to make a DC 16 save or become *shaken* for 5d6 rounds. Creatures that make their saves are immune to the fear effect of that ta-fa-lisch for o­ne day. If multiple ta-fa-lisch are encountered, o­nly roll o­nce per character, against the highest HD ta-fa-lisch.

**Sneak Attack**: Ta-fa-lisch may use the Sneak Attack ability as a 3^rd^ level rogue, causing 2d6 extra damage.

**Permanent *blur* spell (Su)**: The ta-fa-lisch constantly seem to shift positions, giving them the benefits of a constant blur spell, conferring ½ concealment (20% miss chance).

 

## Troll, Cave

Large Giant

Hit Dice: 10d8+70 (115 hp)

Initiative: -1 (-1 Dex)

Speed: 40 ft

Armor Class: 19 (-1 Dex , -1 size, +11 natural)

Attacks: By weapon +19/+14 melee; or 2 slams +19

Damage: By weapon +10; slam 1d4+10

Face/Reach: 5 ft by 5 ft/ 10 ft

Special Qualities: Darkvision 120 ft, sunlight vulnerability, light sensitivity, scent

Saves: Fort +14, Ref +2, Wil +4

Abilities: Str 30, Dex 8, Con 25, Int 6, Wis 9, Cha 7

Skills: Climb +13, Listen +7, Spot +4

Feats: Cleave, Iron Will, Power Attack

Climate/Terrain: Any underground

Organization: Solitary or gang (2-5)

Challenge Rating: 7

Treasure: Standard

Alignment: Usually chaotic evil

Advancement: Large (11-16 HD), Huge (17-23 HD)

Trolls were bred my Morgoth in mockery of the ents, though they are more creatures of stone and earth than the ents. Huge, fearsomely strong, and belligerently stupid, trolls are a curse upon any that come across them. Trolls hate all other creatures, although they will tolerate orcs as long as food is plentiful. Sometimes small bands of trolls with form, usually for mutual protection from their enemies, although such alliances are doomed to failure as trolls are naturally greedy and suspicious of others.

Cave trolls are the largest and most fearsome variety of troll. They stand 10-12 feet tall, with thick grayish hides that can easily turn aside most blows. The have long, sinewy arms, white eyes, and a mouth full of short jagged teeth. Cave trolls are almost completely blind in any form of light, but have superb senses of smell and hearing (+8 o­n spot and listen skill checks). Cave trolls can see extremely well even in pitch darkness (treat as darkvision 120 feet). Cave trolls are also the dimmest of trollkind, luckily for all other races of Middle Earth.

**Sunlight vulnerability**: A troll that is directly touched by the sun’s rays must make a DC 25 Fort save or be slain, turned back to the stone they were created from.

**Light sensitivity**: In any form of bright light or magical light, cave trolls suffer a –6 penalty to all attacks, AC, and skill checks.

Although rare, a very few trolls might display the discipline and intelligence to advance in a class of their choice. Such characters are almost always barbarians, although trolls who were carefully taught fighting tactics might be able to become fighters. A cave troll’s stat modifiers are as follows: Str +20, Dex –2, Con +14, Int –4, Wis –2, Cha –4. ECL +7

## Troll, Forest

Large Giant

Hit Dice: 6d8+24 (51 hp)

Initiative: +2 (+2 Dex)

Speed: 40 ft

Armor Class: 16 (+2 Dex , -1 size, +5 natural)

Attacks: By weapon +12/+7 melee; 2 slams +12; by weapon +8 missile

Damage: By weapon +6, slam 1d4+6

Face/Reach: 5 ft by 5 ft/ 10 ft

Special Qualities: Darkvision 60 ft, sunlight vulnerability, light sensitivity, scent

Saves: Fort +9, Ref +4, Wil +3

Abilities: Str 22, Dex 14, Con 18, Int 8, Wis 9, Cha 7

Skills: Climb +6, Hide +6, Listen +4, Move Silently +6, Set Snares +7, Spot +5, Wilderness Lore +5

Feats: Iron Will, Power Attack, Track

Climate/Terrain: Any forest

Organization: Solitary, gang (2-5), or band (6-10)

Challenge Rating: 3

Treasure: Standard

Alignment: Usually chaotic evil

Advancement: Large (7-10 HD)

Trolls were bred my Morgoth in mockery of the ents, though they are more creatures of stone and earth than the ents. Huge, fearsomely strong, and belligerently stupid, trolls are a curse upon any that come across them. Trolls hate all other creatures, although they will tolerate orcs as long as food is plentiful. Sometimes small bands of trolls with form, usually for mutual protection from their enemies, although such alliances are doomed to failure as trolls are naturally greedy and suspicious of others.

Forest trolls are the smallest of trollkind, but they are still very dangerous. Standing 7-9 feet tall and of sinewy build, forest trolls have dark brown hides, greasy black hair, and dull yellow eyes. Forest trolls are the least violent of the trolls, and often form small bands of their own kind, lead by the strongest warrior. They are experts at stalking prey (+3 racial bonus to Hide and Move Silently), and are superb huntsmen, often employing slings to bring down their quarry. They are extremely fond of dwarf flesh.

**Sunlight vulnerability**: A troll that is directly touched by the sun’s rays must make a DC 25 Fort save or be slain, turned back to the stone they were created from.

**Light sensitivity**: In any form of bright light or magical light, trolls suffer a –4 penalty to all attacks, AC, and skill checks.

Although rare, a very few trolls might display the discipline and intelligence to advance in a class of their choice. Such characters are almost always barbarians, although trolls who were carefully taught fighting tactics might be able to become fighters.

http://www.enworld.org/med20/
