Difference between revisions of "Middle Earth Campaign Setting (4e Campaign Setting)/Monsters"

From Dungeons and Dragons Wiki
Jump to: navigation, search
m
Line 33: Line 33:
 
Str 26 (+18) Dex 14 (+12) Wis 18 (+14)
 
Str 26 (+18) Dex 14 (+12) Wis 18 (+14)
 
Con 23 (+16) Int 22 (+16) Cha 24 (+17)
 
Con 23 (+16) Int 22 (+16) Cha 24 (+17)
 
  
 
====Balrog Warrior Tactics====
 
====Balrog Warrior Tactics====
Line 173: Line 172:
 
* 18 Uruk-Hai Phalanx Warriors (level 24 minion soldier)
 
* 18 Uruk-Hai Phalanx Warriors (level 24 minion soldier)
  
 +
==Crébain==
 +
 +
Crébain are a breed of large, fell crows that live in Dunland and Fangorn. Crébain form large swarms that act as scouts.
 +
 +
Créban Level 1 Minion Skirmisher
 +
Tiny natural beast XP 25
 +
Initiative +7 Senses Perception +6
 +
HP 1; a missed attack never damages a minion.
 +
AC 15; Fortitude 11; Reflex 15; Will 13
 +
Speed 2 (clumsy); fly 10 (hover)
 +
  Claw (standard; at-will)
 +
+6 vs. AC; 4 damage.
 +
Flyby Attack (standard; at-will)
 +
The créban flies up to 10 squares and makes one melee basic attack at any point during its movement. The créban doesn’t provoke opportunity attacks while moving away from the target of the attack.
 +
Alignment Unaligned Languages —
 +
Str 6 (-2) Dex 16 (+3) Wis 13 (+1)
 +
Con 10 (+0) Int 8 (-1) Cha 8 (-1)
 +
 +
====Créban Tactics====
 +
 +
A créban uses flyby attack to swoop overhead and claw at its foe’s head. Crébain prefer to keep moving and flee when fighting a losing battle.
 +
 +
Crébain Flock Level 4 Skirmisher
 +
Large natural beast (swarm) XP 175
 +
Initiative +10 Senses Perception +8
 +
Swarm Attack aura 1; the crébain swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
 +
HP 50; Bloodied 25
 +
AC 18; Fortitude 14; Reflex 18; Will 15
 +
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks.
 +
Speed 2 (clumsy); fly 10 (hover)
 +
  Claw (standard; at-will)
 +
+9 vs. AC; 1d10 + 4 damage.
 +
  Swarm of Claws (standard; at-will)
 +
Close burst 1; the crébain swarm makes a melee basic attack against each enemy in the burst (including its space).
 +
Alignment Unaligned Languages —
 +
Str 6 (+0) Dex 18 (+6) Wis 13 (+3)
 +
Con 10 (+2) Int 8 (+1) Cha 8 (+1)
 +
 +
====Crébain Flock Tactics====
 +
 +
Crébain swarm around groups of enemies and use their speed to their advantage where possible. If you wish, you can have individual crébain fly out of the swarm (using the créban stat block opposite).
 +
 +
===Crébain LORE===
 +
 +
A character knows the following information with a successful skill check.
 +
 +
:'''Nature DC 15:''' Crébain are nasty, crow-like birds that are native to Dunland and parts of Fangorn. They have a tendency to form great flocks and sometimes attack travellers, though they are cowardly birds.
 +
 +
:'''Arcana DC 20:''' It is possible to enchant crébain to an individual’s service so that they can be employed as scouts or spies.
 +
 +
===Encounter Groups===
 +
 +
Crébain can sometimes be found being used as scouts or spies for marauding bands of orcs.
 +
 +
'''Level 4 Encounter (XP 875)'''
 +
* 1 Crébain Flock (level 4 skirmisher)
 +
* 8 Young Wargs (level 4 minion skirmisher)
 +
* 8 Goblin Scouts (level 4 minion lurker)
 +
 +
==Dragon==
 +
 +
In the First Age of the Sun, Morgoth hid himself in the pits of Angband wrought the dragons from fire and sorcery. Morgoth wrought three kinds of dragon; the cold-drakes that slither like snakes, the Urulóki fire-drakes that walk on legs and breath fire, and the winged fire-drakes that fly on bat-like wings.
 +
 +
Dragons are protected by scales of impenetrable ion, armed with razor-sharp tooth and claw. Their eyesight is keener than a hawk’s and they have perfect hearing. Dragons are of renowned intellect but can easily be deceived because of their vanity and gluttony.
 +
 +
===COLD-DRAKE===
 +
 +
Cold drakes are vicious, snake-like hunters that slither on their bellies rather than walk or fly. Unlike other dragons, cold-drakes cannot breathe fire.
 +
 +
Young Cold-Drake Level 3 Lurker
 +
Large shadow magical beast (dragon) XP 175
 +
Initiative +6 Senses Perception +9; darkvision
 +
Lashing Tail aura 1; all creatures other than the cold-drake treat the area within the aura as difficult terrain.
 +
HP 41; Bloodied 20
 +
AC 17; Fortitude 17; Reflex 15; Will 14
 +
Speed 6
 +
  Bite (standard; at-will)
 +
Reach 2; +8 vs. AC; 1d6 + 3 damage. The cold-drake deals an extra 1d6 damage if it has combat advantage against the target.
 +
  Constrict (standard; recharge    )
 +
+6 vs. Reflex; the target is grabbed and the cold-drake makes a melee basic attack against the target. While grabbed, the target takes a -2 penalty escape checks to escape the grab and grants combat advantage to the cold-drake.
 +
  Savage Bite (standard; encounter)
 +
Reach 2; +8 vs. AC; 2d8 + 3 damage. The cold-drake deals an extra 1d8 damage if it has combat advantage against the target.
 +
Alignment Evil Languages Common, Black speech
 +
Skills Athletics +9, Stealth +6
 +
Str 17 (+4) Dex 11 (+2) Wis 12 (+2)
 +
Con 14 (+3) Int 14 (+3) Cha 12 (+2)
 +
 +
Adult Cold-Drake Level 9 Lurker
 +
Large shadow magical beast (dragon) XP 400
 +
Initiative +8 Senses Perception +12; darkvision
 +
Lashing Tail aura 1; all creatures other than the cold-drake treat the area within the aura as difficult terrain.
 +
HP 80; Bloodied 40
 +
AC 23; Fortitude 23; Reflex 21; Will 20
 +
Speed 7
 +
  Bite (standard; at-will)
 +
Reach 2; +14 vs. AC; 1d8 + 5 damage. The cold-drake deals an extra 1d8 damage if it has combat advantage against the target.
 +
  Constrict (standard; recharge    )
 +
+12 vs. Reflex; the target is grabbed and the cold-drake makes a melee basic attack against the target. While grabbed, the target takes a -2 penalty escape checks to escape the grab and grants combat advantage to the cold-drake.
 +
  Savage Bite (standard; encounter)
 +
Reach 2; +14 vs. AC; 2d8 + 4 damage. The cold-drake deals an extra 2d8 damage if it has combat advantage against the target.
 +
Alignment Evil Languages Common, Black speech
 +
Skills Athletics +13, Stealth +9
 +
Str 20 (+8) Dex 14 (+6) Wis 12 (+5)
 +
Con 17 (+7) Int 17 (+7) Cha 15 (+6)
 +
 +
Elder Cold-Drake Level 17 Lurker
 +
Huge shadow magical beast (dragon) XP 1600
 +
Initiative +11 Senses Perception +18; darkvision
 +
Lashing Tail aura 1; all creatures other than the cold-drake treat the area within the aura as difficult terrain.
 +
HP 132; Bloodied 66
 +
AC 31; Fortitude 31; Reflex 29; Will 28
 +
Speed 8
 +
  Bite (standard; at-will)
 +
Reach 2; +22 vs. AC; 2d8 + 7 damage. The cold-drake deals an extra 1d8 damage if it has combat advantage against the target.
 +
  Constrict (standard; recharge    )
 +
+20 vs. Reflex; the target is grabbed and the cold-drake makes a melee basic attack against the target. While grabbed, the target takes a -2 penalty escape checks to escape the grab and grants combat advantage to the cold-drake.
 +
  Savage Bite (standard; recharge  )
 +
Reach 2; +22 vs. AC; 2d12 + 7 damage. The cold-drake deals an extra 2d12 damage if it has combat advantage against the target.
 +
Alignment Evil Languages Common, Black speech
 +
Skills Athletics +19, Stealth +14
 +
Str 24 (+14) Dex 16 (+11) Wis 16 (+11)
 +
Con 21 (+13) Int 21 (+13) Cha 19 (+12)
 +
 +
Ancient Cold-Drake Level 24 Lurker
 +
Gargantuan shadow magical beast (dragon) XP 6050
 +
Initiative +15 Senses Perception +22; darkvision
 +
Lashing Tail aura 1; all creatures other than the cold-drake treat the area within the aura as difficult terrain.
 +
HP 178; Bloodied 89
 +
AC 38; Fortitude 38; Reflex 36; Will 35
 +
Speed 9
 +
  Bite (standard; at-will)
 +
Reach 2; +29 vs. AC; 2d6 + 8 damage. The cold-drake deals an extra 2d6 damage if it has combat advantage against the target.
 +
  Constrict (standard; recharge      )
 +
+27 vs. Reflex; the target is grabbed and the cold-drake makes a melee basic attack against the target. While grabbed, the target takes a -2 penalty escape checks to escape the grab and grants combat advantage to the cold-drake.
 +
  Savage Bite (standard; recharge    )
 +
Reach 2; +29 vs. AC; 3d10 + 8 damage. The cold-drake deals an extra 2d10 damage if it has combat advantage against the target.
 +
Alignment Evil Languages Common, Black speech
 +
Skills Athletics +25, Stealth +18
 +
Str 28 (+20) Dex 16 (+15) Wis 16 (+15)
 +
Con 25 (+19) Int 25 (+19) Cha 23 (+18)
 +
 +
====Cold-Drake Tactics====
 +
 +
Cold-drakes focus on a single target, either flanking them or constricting them to gain combat advantage and then biting them repeatedly until death.
 +
 +
====Cold-Drake Lore====
 +
 +
A character knows the following with a successful skill check.
 +
 +
:'''Arcana DC 15:''' The dragons were created by the fell sorcery of Morgoth. Cold-drakes are usually found in caverns deep in the mountains.
 +
:'''Arcana DC 20:''' Unlike other dragons, cold-drakes cannot breathe fire, and rely on constriction and their fangs to bring down their foes.
 +
 +
===Urulóki Fire-Drake===
 +
 +
Urulóki fire-drakes walk on four legs and are capable of breathing fire, but, unlike their greater cousins, are incapable of flight. 
 +
 +
Young Urulóki Level 5 Elite Soldier
 +
Large shadow magical beast (dragon) XP 400
 +
Initiative +3 Senses Perception +8; darkvision
 +
HP 126; Bloodied 63
 +
AC 21; Fortitude 19; Reflex 17; Will 16
 +
Resist 15 fire
 +
Saving Throws +2
 +
Speed 7
 +
Action Points 1
 +
  Bite (standard; at-will) ✦ Fire
 +
Reach 2; +12 vs. AC; 1d10 + 4 damage plus 2d10 fire damage.
 +
  Claw (standard; at-will)
 +
Reach 2; +12 vs. AC; 1d10 + 4 damage.
 +
  Double Attack (standard; at-will)
 +
The Urulóki makes two claw attacks.
 +
  Breath Weapon (standard; recharge    ) ✦ Fire
 +
Close blast 5; +8 vs. Reflex; 3d8 + 5 fire damage. Miss: Half damage.
 +
  Bloodied Breath (free, when first bloodied; encounter) ✦ Fire
 +
The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +9; athletics + 11; bluff +8; insight +7; intimidate +8
 +
Str 18 (+6) Dex 12 (+3) Wis 12 (+3)
 +
Con 15 (+4) Int 15 (+4) Cha 13 (+3)
 +
 +
Adult Urulóki Level 12 Elite Soldier
 +
Large shadow magical beast (dragon) XP 1400
 +
Initiative +8 Senses Perception +15;  darkvision
 +
HP 246; Bloodied 123
 +
AC 28; Fortitude 26; Reflex 25; Will 24
 +
Resist 20 fire
 +
Saving Throws +2
 +
Speed 8
 +
Action Points 1
 +
  Bite (standard; at-will) ✦ Fire
 +
Reach 2; +19 vs. AC; 2d6 + 5 damage plus 3d6 fire damage.
 +
  Claw (standard; at-will)
 +
Reach 2; +19vs. AC; 2d6 + 5 damage.
 +
  Double Attack (standard; at-will)
 +
The Urulóki makes two claw attacks.
 +
  Breath Weapon (standard; recharge    ) ✦ Fire
 +
Close blast 5; +15 vs. Reflex; 3d8 + 5 fire damage. Miss: Half damage.
 +
  Bloodied Breath (free, when first bloodied; encounter) ✦ Fire
 +
The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +15; athletics + 17; bluff +14; insight +13; intimidate +14
 +
Str 22 (+12) Dex 14 (+8) Wis 14 (+8)
 +
Con 19 (+10) Int 19 (+10) Cha 17 (+9)
 +
 +
Elder Urulóki Level 19 Elite Soldier
 +
Huge shadow magical beast (dragon) XP 4800
 +
Initiative +12 Senses Perception +19;  darkvision
 +
Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +22 vs. Will; the target takes a -2 penalty to attack rolls (save ends).
 +
HP 364; Bloodied 182
 +
AC 35; Fortitude 33; Reflex 32; Will 31
 +
Resist 25 fire
 +
Saving Throws +2
 +
Speed 9
 +
Action Points 1
 +
  Bite (standard; at-will) ✦ Fire
 +
Reach 2; +26 vs. AC; 3d6 + 8 damage plus 4d6 fire damage.
 +
  Claw (standard; at-will)
 +
Reach 2; +26 vs. AC; 3d6 + 8 damage.
 +
  Double Attack (standard; at-will)
 +
The Urulóki makes two claw attacks.
 +
  Torch foe (standard; recharge    ) ✦ Fire
 +
Ranged 20; +24 vs. Reflex; 4d10 + 7 fire damage.
 +
  Breath Weapon (standard; recharge    ) ✦ Fire
 +
Close blast 5; +22 vs. Reflex; 4d8 + 7 fire damage. Miss: Half damage.
 +
  Bloodied Breath (free, when first bloodied; encounter) ✦ Fire
 +
The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +20; athletics + 22; bluff +19; insight +17; intimidate +19
 +
Str 25 (+17) Dex 16 (+12) Wis 16 (+12)
 +
Con 22 (+15) Int 22(+15) Cha 20 (+14)
 +
 +
Ancient Urulóki Level 27 Elite Soldier
 +
Gargantuan shadow magical beast (dragon) XP 22000
 +
Initiative +12 Senses Perception +19;  darkvision
 +
Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +30 vs. Will; the target takes a -2 penalty to attack rolls (save ends).
 +
HP 364; Bloodied 182
 +
AC 35; Fortitude 33; Reflex 32; Will 31
 +
Resist 30 fire
 +
Saving Throws +2
 +
Speed 9
 +
Action Points 1
 +
  Bite (standard; at-will) ✦ Fire
 +
Reach 2; +34vs. AC; 3d8 + 9 damage plus 4d6 fire damage.
 +
  Claw (standard; at-will)
 +
Reach 2; +34 vs. AC; 3d8 + 9 damage.
 +
  Double Attack (standard; at-will)
 +
The Urulóki makes two claw attacks.
 +
  Torch foe (standard; recharge    ) ✦ Fire
 +
Ranged 20; +32 vs. Reflex; 5d10 + 9 fire damage.
 +
  Breath Weapon (standard; recharge    ) ✦ Fire
 +
Close blast 5; +30 vs. Reflex; 4d10 + 9 fire damage. Miss: Half damage.
 +
  Bloodied Breath (free, when first bloodied; encounter) ✦ Fire
 +
The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +26; athletics + 28; bluff +26; insight +25; intimidate +25
 +
Str 29 (+23) Dex 16 (+16) Wis 18 (+17)
 +
Con 26 (+21) Int 26 (+21) Cha 24 (+20)
 +
 +
====Urulóki Fire-Drake Tactics====
 +
 +
Urulóki begin combat by using their fiery breath, which they repeat as often as possible, and then spend an action point to make a double attack. In close combat, Urulóki fight aggressively with both tooth and claw.
 +
 +
====Urulóki Fire-Drake Lore====
 +
 +
A character knows the following with a successful skill check.
 +
 +
:'''Arcana DC 15:''' The dragons were created by the fell sorcery of Morgoth. Fire-drakes are usually found in caves close to the surface of mountains.
 +
:'''Arcana DC 20:''' Urulóki fire-drakes can breathe fire but cannot fly. They are far more vicious than cold-drakes, fighting with both tooth and claw.
 +
 +
===Winged Fire-Drake===
 +
Winged fire-drakes are the most terrible of dragons, possessing great, bat-like wings and fiery breath.
 +
 +
====Winged Fire-Drake Tactics====
 +
 +
Urulóki begin combat by using their fiery breath, which they repeat as often as possible, and then spend an action point to flyby attack. They then land and finish the fight with tooth and claw, using their flight to remain moving.
 +
 +
Young Dragon Level 7 Solo Controller
 +
Large shadow magical beast (dragon) XP 1500
 +
Initiative +3 Senses Perception +8; darkvision
 +
Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +11 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
 +
HP 320 Bloodied 160
 +
AC 23; Fortitude 21; Reflex 19; Will 18
 +
Resist 15 fire
 +
Saving Throws +5
 +
Speed 7, fly 10 (hover), overland flight 15
 +
Action Points 2
 +
  Bite (standard; at-will) ✦ Fire
 +
Reach 2; +12 vs. AC; 2d6 + 5 damage plus 3d6 fire damage.
 +
  Claw (standard; at-will)
 +
Reach 2; +12 vs. AC; 2d6 + 5 damage.
 +
  Double Attack (standard; at-will)
 +
The Urulóki makes two claw attacks.
 +
  Flyby Attack (standard; recharge    )
 +
The dragon flies up to 10 squares and makes a bite attack during the move without provoking an attack of opportunity.
 +
  Tail Strike (immediate reaction, when an enemy moves to a position where it flanks the dragon; at-will)
 +
The dragon attacks the enemy with its tail; reach 2; +11 vs. Reflex; 2d6 + 5 damage, and the target is pushed 1 square. 
 +
  Breath Weapon (standard; recharge    ) ✦ Fire
 +
Close blast 5; +9 vs. Reflex; 3d8 + 5 fire damage. Miss: Half damage.
 +
  Bloodied Breath (free, when first bloodied; encounter) ✦ Fire
 +
The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +11; athletics + 13; bluff +10; insight +9; intimidate +10
 +
Str 19 (+8) Dex 12 (+4) Wis 12 (+4)
 +
Con 16 (+6) Int 16 (+6) Cha 14 (+5)
 +
 +
Adult Dragon Level 15 Solo Controller
 +
Large shadow magical beast (dragon) XP 1500
 +
Initiative +8 Senses Perception +16; darkvision
 +
Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +19 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
 +
HP 592; Bloodied 296
 +
AC 31; Fortitude 29; Reflex 27; Will 26
 +
Resist 20 fire
 +
Saving Throws +5
 +
Speed 8, fly 12 (hover), overland flight 15
 +
Action Points 2
 +
  Bite (standard; at-will) ✦ Fire
 +
Reach 2; +20 vs. AC; 2d8 + 7 damage plus 3d8 fire damage.
 +
  Claw (standard; at-will)
 +
Reach 2; +20 vs. AC; 2d8 + 7 damage.
 +
  Double Attack (standard; at-will)
 +
The Urulóki makes two claw attacks.
 +
  Flyby Attack (standard; recharge    )
 +
The dragon flies up to 12 squares and makes a bite attack during the move without provoking an attack of opportunity.
 +
  Tail Strike (immediate reaction, when an enemy moves to a position where it flanks the dragon; at-will)
 +
The dragon attacks the enemy with its tail; reach 2; +19 vs. Reflex; 2d8 + 7 damage, and the target is pushed 1 square. 
 +
  Breath Weapon (standard; recharge    ) ✦ Fire
 +
Close blast 5; +19 vs. Reflex; 3d10 + 6 fire damage. Miss: Half damage.
 +
  Bloodied Breath (free, when first bloodied; encounter) ✦ Fire
 +
The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +17; athletics + 19; bluff +16; insight +14; intimidate +16
 +
Str 23 (+14) Dex 12 (+8) Wis 14 (+9)
 +
Con 20 (+12) Int 20 (+12) Cha 18 (+11)
 +
 +
Elder Dragon Level 22 Solo Controller
 +
Huge shadow magical beast (dragon) XP 1500
 +
Initiative +12 Senses Perception +20; darkvision
 +
Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +26 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
 +
HP 832; Bloodied 416
 +
AC 38; Fortitude 36; Reflex 34; Will 33
 +
Resist 25 fire
 +
Saving Throws +5
 +
Speed 9, fly 12 (hover), overland flight 15
 +
Action Points 2
 +
  Bite (standard; at-will) ✦ Fire
 +
Reach 2; +27 vs. AC; 3d6 + 8 damage plus 4d6 fire damage.
 +
  Claw (standard; at-will)
 +
Reach 2; +27 vs. AC; 3d6 + 8 damage.
 +
  Double Attack (standard; at-will)
 +
The Urulóki makes two claw attacks.
 +
  Flyby Attack (standard; recharge    )
 +
The dragon flies up to 12 squares and makes a bite attack during the move without provoking an attack of opportunity.
 +
  Tail Strike (immediate reaction, when an enemy moves to a position where it flanks the dragon; at-will)
 +
The dragon attacks the enemy with its tail; reach 2; +26 vs. Reflex; 3d6 + 8 damage, and the target is pushed 1 square. 
 +
  Luring Glare (minor 1/round; at-will) ✦ Charm, Gaze
 +
Ranged 10; +27 vs. Will; the target slides 3 squares.
 +
  Immolate Foe (standard; recharge    ) ✦ Fire
 +
Close burst 2; +26 vs. Reflex; 4d8 + 8 fire damage and ongoing 10 fire damage (save ends).
 +
  Breath Weapon (standard; recharge    ) ✦ Fire
 +
Close blast 5; +26 vs. Reflex; 4d8 + 8 fire damage. Miss: Half damage.
 +
  Bloodied Breath (free, when first bloodied; encounter) ✦ Fire
 +
The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +23; athletics + 25; bluff +22; insight +18; intimidate +22
 +
Str 27 (+20) Dex 12 (+12) Wis 14 (+13)
 +
Con 24 (+18) Int 24 (+18) Cha 22 (+17)
 +
 +
Ancient Dragon Level 30 Solo Controller
 +
Huge shadow magical beast (dragon) XP 1500
 +
Initiative +16 Senses Perception +25; darkvision
 +
Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +34 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
 +
HP 1104; Bloodied 552
 +
AC 46; Fortitude 44; Reflex 42; Will 41
 +
Resist 40 fire
 +
Saving Throws +5
 +
Speed 10, fly 12 (hover), overland flight 15
 +
Action Points 2
 +
  Bite (standard; at-will) ✦ Fire
 +
Reach 2; +35 vs. AC; 3d8 + 10 damage plus 5d8 fire damage.
 +
  Claw (standard; at-will)
 +
Reach 2; +35 vs. AC; 3d8 + 10 damage.
 +
  Double Attack (standard; at-will)
 +
The Urulóki makes two claw attacks.
 +
  Flyby Attack (standard; recharge    )
 +
The dragon flies up to 12 squares and makes a bite attack during the move without provoking an attack of opportunity.
 +
  Tail Strike (immediate reaction, when an enemy moves to a position where it flanks the dragon; at-will)
 +
The dragon attacks the enemy with its tail; reach 2; +34 vs. Reflex; 3d8 + 10 damage, and the target is pushed 1 square. 
 +
  Luring Glare (minor 1/round; at-will) ✦ Charm, Gaze
 +
Ranged 10; +35 vs. Will; the target slides 3 squares.
 +
  Immolate Foe (standard; recharge    ) ✦ Fire
 +
Close burst 2; +34 vs. Reflex; 4d10 + 9 fire damage and ongoing 10 fire damage (save ends).
 +
  Breath Weapon (standard; recharge    ) ✦ Fire
 +
Close blast 5; +34 vs. Reflex; 4d10 + 9 fire damage. Secondary Attack: +34 vs. Fortitude; the target’s fire resistance is negated until the end of the encounter. Miss: Half damage.
 +
  Bloodied Breath (free, when first bloodied; encounter) ✦ Fire
 +
The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +29; athletics + 31; bluff +30; insight +24; intimidate +28
 +
Str 31 (+26) Dex 12 (+16) Wis 16 (+18)
 +
Con 28 (+24) Int 28 (+24) Cha 26 (+23)
 +
 +
====Winged Fire-Drake Tactics====
 +
 +
Urulóki begin combat by using their fiery breath, which they repeat as often as possible, and then spend an action point to flyby attack. They then land and finish the fight with tooth and claw, using their flight to remain moving.
 +
 +
====Winged Fire-Drake LOre====
 +
 +
A character knows the following with a successful skill check.
 +
 +
:'''Arcana DC 15:''' The dragons were created by the fell sorcery of Morgoth. Fire-drakes are usually found in caves close to the surface of mountains.
 +
:'''Arcana DC 20:''' Winged fire-drakes can breathe fire and fly. The most powerful dragons can even strip away fire resistance from their foes with their breath.
 +
 +
 +
===Encounter Groups===
 +
 +
Dragons are often found alongside orcs, trolls and Maiar demons, most of which are subservient to fire-drakes.
 +
 +
'''Level 3 Encounter (XP 750)'''
 +
*2 Young Cold-Drakes (level 3 lurker)
 +
*8 Goblin Warriors (level 3 minion soldier)
 +
*5 Goblin Archers (level 2 minion artillery)
 +
 +
'''Level 5 Encounter (XP 1000)'''
 +
*1 Young Urulóki (level 5 elite soldier)
 +
*8 Wolf riders (level 5 minion skirmisher)
 +
*2 Webspawn Spiders (level 5 lurker)
 +
 +
'''Level 9 Encounter (XP 2000)'''
 +
*1 Young Dragon (level 7 solo controller)
 +
*1 Adult Cold-Drake (level 9 lurker)
 +
 +
'''Level 9 Encounter (XP 2000)'''
 +
*1 Adult Cold-Drake (level 9 lurker)
 +
*1 Orc Captain (level 9 Soldier)
 +
*8 Orc Warriors (level 9 minion soldier)
 +
*3 Orc Savages (level 10 minion brute)
 +
 +
'''Level 12 Encounter (XP 3500)'''
 +
*1 Adult Urulóki (level 12 elite soldier)
 +
*8 Carn Dûm Archers (level 12 minion artillery)
 +
*4 Warg Riders (level 12 minion skirmisher)
 +
 +
'''Level 17 Encounter (XP 8000)'''
 +
*1 Adult Cold-Drake (level 17 lurker)
 +
*1 Werewolf Hunter (level 17 skirmisher)
 +
*1 Mordor Troll Chief (level 17 elite soldier)
 +
*5 Uruk-Hai Scout Archers (level 17 minion artillery)
 +
 +
==Ent==
 +
 +
Ents are tree-herds; the guardians of the forest. They have the form of a tree but with humanoid faces; when they stand still they are indistinguishable from trees. Ents violently oppose those who would desecrate the forests they guard and hate axes and fire.
 +
 +
Willow Ent Level 12 Lurker
 +
Huge fey magical beast (plant) XP 700
 +
Initiative +8 Senses Perception +15; low-light vision
 +
Grasping Roots aura 3; non-flying enemies treat the area within the aura as difficult terrain.
 +
HP 92; Bloodied 46
 +
AC 26; Fortitude 25; Reflex 26; Will 24
 +
Vulnerable fire (a Ent takes ongoing fire damage [save ends] when damaged by fire.
 +
Speed 8 (forest walk)
 +
  Branch (standard; at-will)
 +
Reach 3; +17 vs. AC; 2d6 + 5 damage. The Ent deals an additional 1d6 damage if it has combat advantage against the target.
 +
  Double Attack (standard; recharge    )
 +
The Ent makes two melee basic attacks.
 +
Alignment Unaligned Languages Common, Sindarin, Entish
 +
Skills nature +15; stealth +17
 +
Str 19(+10) Dex 22 (+12) Wis 19 (+10)
 +
Con 20 (+#11) Int 18 (+10) Cha 12 (+7)
 +
 +
====Willow Ent Tactics====
 +
 +
A willow Ent relies on its tree-like appearance to hide from foes until it is perfectly placed to make a surprise double attack. After its presence is revealed it will try to flank enemies.
 +
 +
Ash Ent Level 14 Soldier
 +
Huge fey magical beast (plant) XP 100
 +
Initiative +6 Senses Perception +16; low-light vision
 +
Grasping Roots aura 3; non-flying enemies treat the area within the aura as difficult terrain.
 +
HP 124; Bloodied 62
 +
AC 30; Fortitude 27; Reflex 25; Will 26
 +
Vulnerable fire (a Ent takes ongoing fire damage [save ends] when damaged by fire.
 +
Speed 8 (forest walk)
 +
  Branch (standard; at-will)
 +
Reach 3; +21 vs. AC; 2d8 + 6 damage.
 +
  Thunder Stomp (standard; recharge    )
 +
Reach 3; +21 vs. AC; 3d10 + 6. Effect: Make a secondary attack. Secondary Attack: Area burst 2 centered on primary target; +17 vs. Reflex; 3d10 + 6 thunder damage.
 +
Alignment Unaligned Languages Common, Sindarin, Entish
 +
Skills nature +16; stealth +15
 +
Str 23 (+13) Dex 18 (+10) Wis 20 (+11)
 +
Con 20 (+11) Int 16 (+9) Cha 15 (+8)
 +
 +
====Ash Ent Tactics====
 +
 +
An ash Ent relies on its tree-like appearance to hide from foes until it is perfectly placed to make a surprise thunder stomp attack. An ash Ent will use its grasping roots aura to hold enemies in position until it can use its thunder stomp again.
 +
 +
Oak Ent Level 18 Elite Brute
 +
Huge fey magical beast (plant) XP 4000
 +
Initiative +14 Senses Perception +#; special
 +
Grasping Roots aura 3; non-flying enemies treat the area within the aura as difficult terrain.
 +
HP 444; Bloodied 222
 +
AC 30; Fortitude 32; Reflex 30; Will 31
 +
Vulnerable fire (a Ent takes ongoing fire damage [save ends] when damaged by fire.
 +
Saving Throws +2
 +
Speed 8 (forest walk)
 +
Action Points 1
 +
  Branch (standard; at-will)
 +
Reach 3; +21 vs. AC; 3d8 + 7 damage.
 +
  Double Attack (standard; at-will)
 +
The Ent makes two melee basic attacks.
 +
  Sweeping Branches (standard; recharge when first bloodied)
 +
Close burst 3; +17 vs. Reflex; 3d10 + 7 damage, and the target is knocked prone.
 +
  Entangling Roots (immediate interrupt, when target moves within 3 squares; at-will)
 +
Reach 3; +21 vs. Reflex; the target is knocked prone.
 +
Alignment Unaligned Languages Common, Sindarin, Entish
 +
Skills stealth +22, nature +23
 +
Str 34 (+21) Dex 28 (+18) Wis 30 (+#19)
 +
Con 32 (+20) Int 16 (+12) Cha 15 (+11)
 +
 +
====Oak Ent Tactics====
 +
 +
An relies on its tree-like appearance to hide from
 +
foes until it is perfectly placed to make a surprise sweeping branches attack, pinning foes in place with its grasping roots aura and entangling roots power and following up with double attacks.
 +
 +
===Ent Lore===
 +
 +
A character knows the following information with a successful skill check.
 +
 +
:'''Nature DC 20:''' Ents are tree-herds; guardians of the forest. An Ent will react aggressively to anyone who defiles its forest, though Ents do not usually act ‘hastily’ towards those that enter but do not defile their forests.
 +
:'''Nature DC 25:''' Ents are most commonly found in the forest of Fangorn; a forest in the north of Rohan which is rumoured to be filled with terrible spirits. There are also rumours of Ent-like creatures in the Shire. 
 +
 +
===Encounter Groups===
 +
 +
Ents are always found in woodland areas alongside Huorns, but can also be found in the company of elves and Maiar
 +
 +
'''Level 13 Encounter (XP 4000)'''
 +
*3 Willow Ent (level 12 lurker)
 +
*1 Ash Ent (level 14 soldier)
 +
*1 Huorn (level 13 controller)
 +
 +
==Fell Beast==
 +
 +
Fell beasts are monstrous, bat-winged dragon-like creatures that are used as mounts for the Nazgûl in the later parts of the War of the Ring.
 +
 +
Fell Beast Level 20 Brute
 +
Huge shadow magical beast (mount) XP 2800
 +
Initiative +20 Senses Perception +15; darkvision
 +
Frightful Presence (fear) aura 5; when a creature first enters the aura the fell beast makes an attack against it; +30 vs. Will; the target takes a -2 penalty to attack rolls (save ends).
 +
HP 244; Bloodied 122
 +
AC 32; Fortitude 34; Reflex 31; Will 21
 +
Speed 4, fly 12 (hover), overland flight 15
 +
  Claw (standard; at-will)
 +
Reach 3; +23 vs. AC; 3d8 + 7 damage. If the target is medium-sized or smaller, make a secondary attack. Secondary Attack: +21 vs. Reflex; the target is grabbed. 
 +
  Flyby Attack (standard; recharge    )
 +
The fell beast flies up to 12 squares and makes one melee basic attack at any point during its movement. The fell beast doesn’t provoke opportunity attacks while moving away from the target of the attack.
 +
Mounted Flyby (while mounted by a friendly rider of 20th level or higher; at-will) ✦ Mount
 +
When the fell beast makes a flyby attack, the rider can make a melee basic attack at any point during the fell beast’s movement.
 +
Improved Grab
 +
When the fell beast has a target in a grab, it can move that target as it moves (including flight) without making a strength check to do so. If it drops the target while in the air, the target falls.
 +
Alignment Evil Languages —
 +
Skills athletics +28
 +
Str 26 (+23) Dex 20 (+20) Wis 10 (+10)
 +
Con 23 (+21) Int 6 (+8) Cha 8 (+9)
 +
 +
====Fell Beast Tactics====
 +
 +
Fell beasts use flyby attack as frequently as possible, grabbing foes with their talons and then flying them up to a great height before dropping them. A fell beast will otherwise hover above its foes’ heads and try to grab them from the air.
 +
 +
===Fell Beast Lore===
 +
 +
A character knows the following information with a successful skill check.
 +
 +
:'''Arcana DC 20:''' Fell beasts are huge bat-like creatures that are used as mounts for the Nazgûl.
 +
:'''Arcana DC 25:''' Fell beasts were created by the sorcery of Melkor in the Pits of Utumno before even the dragons.
 +
 +
===Encounter Groups===
 +
 +
Fell beasts are used as powerful mounts for the Ringwraiths.
 +
 +
'''Level 20 Encounter (XP 16800)'''
 +
*3 Fell Beast (level 20 brute)
 +
*3 ringwraith (level 20 controller)
 +
 +
'''Level 20 Encounter (XP 14000)'''
 +
*1 Fell Beast (level 20 brute)
 +
*1 ringwraith (level 20 controller)
 +
*1 Uruk-Hai Berserker (level 20 brute)
 +
*8 Feral Uruk-Hai (level 20 minion brute)
 +
 +
==Goblin==
 +
 +
Goblins are the least of the orc breeds, but though they are weak, they are treacherous and cruel and love to inflict pain. Goblins breed quickly and live in the darkest, foulest places of the world.
 +
 +
Goblin Snaga Level 1 Minion Skirmisher
 +
Small shadow humanoid (orc) XP 25
 +
Initiative +7 Senses Perception +5; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 15; Fortitude 13; Reflex 15; Will 11
 +
Speed 6
 +
  Short Sword (standard; at-will) ✦ Weapon
 +
+6 vs. AC; 4 damage (5 damage if goblin Snaga has combat advantage).
 +
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
 +
The goblin shifts 1 square.
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +8, thievery +8
 +
Str 10 (+0) Dex 17 (+3) Wis 10 (+0)
 +
Con 14 (+2) Int 8 (-1) Cha 8 (-1)
 +
Equipment short sword, leather armor
 +
 +
====Goblin Snaga Tactics====
 +
 +
Goblin Snaga gang up on a single target, using goblin tactics to flank their foes. If it looks like they are losing, they are likely to flee.
 +
 +
Goblin Archer Level 2 Minion Artillery
 +
Small shadow humanoid (orc) XP 31
 +
Initiative +7 Senses Perception +5; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 13; Fortitude 13; Reflex 15; Will 11
 +
Speed 6
 +
  Short Sword (standard; at-will) ✦ Weapon
 +
+7 vs. AC; 4 damage.
 +
  Shortbow (standard; at-will) ✦ Weapon
 +
Ranged 15/30; +7 vs. AC; 4 damage.
 +
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
 +
The goblin shifts 1 square.
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +8, thievery +8
 +
Str 10 (+0) Dex 17 (+3) Wis 10 (+0)
 +
Con 14 (+2) Int 8 (-1) Cha 8 (-1)
 +
Equipment short sword, shortbow, 20 arrows
 +
 +
====Goblin Archer Tactics====
 +
 +
Goblin archers are cowardly, and stay as far away from their foes as possible. They concentrate their fire on the closes target or on targets capable of making ranged attacks.
 +
 +
Goblin Warrior Level 3 Minion Soldier
 +
Small shadow humanoid (orc) XP 38
 +
Initiative +8 Senses Perception +6; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 19; Fortitude 15; Reflex 17; Will 13
 +
Speed 6
 +
  Spear (standard; at-will) ✦ Weapon
 +
Reach 2; +10 vs. AC; 4 damage.
 +
  Javelin (standard; at-will) ✦ Weapon
 +
Ranged 10/20; +8 vs. AC; 4 damage.
 +
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
 +
The goblin shifts 1 square.
 +
Shield Wall
 +
The goblin warrior gains a +2 bonus to AC while at least one ally is adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +9, thievery +9
 +
Str 14 (+3) Dex 17 (+4) Wis 10 (+1)
 +
Con 14 (+3) Int 8 (+0) Cha 8 (+0)
 +
Equipment spear, 5 javelins, chainmail, shield
 +
 +
====Goblin Warrior Tactics====
 +
 +
Goblin warriors form a shield wall, using their spears to allow as many of their number to focus their attack on a single target as possible.
 +
 +
Goblin Scout Level 4 Minion Lurker
 +
Small shadow humanoid (orc) XP 25
 +
Initiative +7 Senses Perception +5; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 18; Fortitude 16; Reflex 18; Will 14
 +
Speed 6
 +
  Dagger (standard; at-will) ✦ Weapon
 +
+9 vs. AC; 4 damage (5 damage if goblin Snaga has combat advantage).
 +
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
 +
The goblin shifts 1 square.
 +
Nimble Step (Move; at-will)
 +
The goblin scout shifts 3 squares.
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +8, thievery +8
 +
Str 10 (+0) Dex 17 (+3) Wis 10 (+0)
 +
Con 14 (+2) Int 8 (-1) Cha 8 (-1)
 +
Equipment dagger, leather armor
 +
 +
====Goblin Scout Tactics====
 +
 +
Goblin scouts hide and ambush their foes, using nimble step to set up flanking positions.
 +
 +
Wolf Rider Level 5 Minion Skirmisher
 +
Large shadow humanoid (orc) XP 25
 +
Initiative +7 Senses Perception +5; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 19; Fortitude 17; Reflex 19; Will 14
 +
Speed 10
 +
  Spear (standard; at-will) ✦ Weapon
 +
+10 vs. AC; 4 damage (5 damage and the target is knocked prone if the wolf rider makes a charge attack).
 +
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
 +
The goblin shifts 1 square.
 +
Pack Tactics
 +
The wolf rider has combat advantage against a target that has one or more ally adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +11, thievery +11
 +
Str 12 (+3) Dex 19 (+6) Wis 10 (+2)
 +
Con 16 (+5) Int 8 (+1) Cha 8 (+1)
 +
Equipment spear, leather armor
 +
 +
====Wolf Rider Tactics====
 +
 +
Goblin wolf riders charge fiercely at their foes, using the momentum of their mounts to knock their foes prone and taking advantage of numbers.
 +
 +
===Goblin Lore===
 +
 +
A character knows the following information with a successful skill check.
 +
 +
:'''Arcana DC 15:''' Goblins are the smallest and weakest of the orc breeds, and they are also the most cowardly. Goblins use stealth and numbers to win fights.
 +
:'''Arcana DC 20:''' The orcs were elves once, but they were imprisoned by Melkor and twisted with dark sorcery to the extent that nothing of their elven blood remains.
 +
 +
====Encounter Groups====
 +
 +
Goblin raiding parties often have a troll in toe and sometimes lesser spiders.
 +
 +
'''Level 3 Encounter (XP 750)'''
 +
*4 Goblin Snaga (level 1 minion skirmisher)
 +
*4 Goblin Archers (level 2 minion artillery)
 +
*4 Goblin Warriors (level 3 minion soldier)
 +
*4 Goblin Scouts (level 4 minion lurker)
 +
*4 Wolf Riders (level 5 minion skirmisher)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Great eagles are the fairest and noblest of the winged creatures of Middle Earth. Great eagles look almost identical to their smaller cousins except for their size and the sentient intellect in their eyes.
 +
 +
Great Eagle Level 15 Skirmisher
 +
Huge fey magical beast XP 1200
 +
Initiative +15 Senses Perception +17; low-light vision
 +
HP 146; Bloodied 73
 +
AC 29; Fortitude 27; Reflex 29; Will 27
 +
Speed 4, fly 10, overland flight 15
 +
  Claw (standard; at-will)
 +
Reach 2; +20 vs. AC; 3d8 + 7 damage. If the target is medium-sized or smaller, make a secondary attack. Secondary Attack: +18 vs. Reflex; the target is grabbed. 
 +
  Flyby Attack (standard; recharge    )
 +
The great eagle flies up to 12 squares and makes one melee basic attack at any point during its movement. The great eagle doesn’t provoke opportunity attacks while moving away from the target of the attack.
 +
Improved Grab
 +
When the great eagle has a target in a grab, it can move that target as it moves (including flight) without making a strength check to do so. If it drops the target while in the air, the target falls.
 +
Alignment Lawful Good Languages Common, Sindarin
 +
Skills nature +17
 +
Str 20 (+12) Dex 23 (+13) Wis 20 (+12)
 +
Con 18 (+11) Int 18 (+11) Cha 15 (+9)
 +
 +
GREAT EAGLE TACTICS
 +
Great eagles make flyby attacks as often as possible, picking up foes in their talons and dropping them from a great height.
 +
 +
GREAT EAGLE LORE
 +
A character knows the following information with a successful skill check.
 +
Nature DC 15: Great eagles are enormous intelligent birds that make their eyries at the top of mountains. They have keen eyesight and hate the creatures of Melkor.
 +
Nature DC 20: The great eagles were conceived by Manwë Súlimo.
 +
 +
ENCOUNTER GROUPS
 +
Great eagles are renowned for intervening in great battles and turning the tide. They sometimes fight in flocks alongside the elves.
 +
 +
Level 15 Encounter (XP 6000)
 +
5 Great Eagles (level 15 skirmisher)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Half-orcs are the offspring of the union of orcish and human blood, mixed by the sorcery of Saruman.
 +
 +
Half-Orc Savage Level 16 Brute
 +
Medium shadow humanoid XP 1400
 +
Initiative +13 Senses Perception +10; low-light vision
 +
HP 191; Bloodied 95
 +
AC 28; Fortitude 30; Reflex 28; Will 25
 +
Speed 6 (8 while charging)
 +
  Battleaxe (standard; at-will) ✦ Weapon
 +
+19 vs. AC; 2d12 + 7 damage.
 +
  Savage Strike (standard; at-will) ✦ Weapon
 +
+19 vs. AC; 4d12 + 7 damage.
 +
Furious Assault (free, when the half-orc savage hits an enemy with an attack; encounter)
 +
The half orc savage deals an extra 2d12 damage to the target.
 +
Half-Orc Resilience  (free, when the half orc is first bloodied; encounter)
 +
The half-orc savage gains 10 temporary hit points.
 +
Alignment Chaotic Evil Languages Common, Black speech
 +
Skills athletics +20, endurance +18, nature +15
 +
Str 24 (+15) Dex 20 (+13) Wis 14 (+10)
 +
Con 21 (+13) Int 10 (+8) Cha 8 (-7)
 +
Equipment battleaxe, hide armor
 +
 +
HALF-ORC SAVAGE TACTICS
 +
The half-orc savage throws itself into combat with wild abandon, caring little for its own safety.
 +
 +
HALF-ORC LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 15: Half-orcs are savage hybrids of orcish and human blood, possessing human intellect and orcish resilience. The half orcs were created by Saruman’s magic from Uruk-Hai and Dunlendings.
 +
 +
 +
 +
 +
 +
 +
 +
 +
Half-Orc Raider Level 18 Skirmisher
 +
Medium shadow humanoid XP 1600
 +
Initiative +13 Senses Perception +10; low-light vision
 +
HP 191; Bloodied 95
 +
AC 28; Fortitude 30; Reflex 28; Will 25
 +
Speed 6 (8 while charging)
 +
  Spear (standard; at-will) ✦ Weapon
 +
+23 vs. AC; 2d8 + 7 damage.
 +
  Javelin (standard; at-will) ✦ Weapon
 +
Ranged 10/20 +23 vs. AC; 3d6 + 7 damage.
 +
Furious Assault (free, when the half-orc savage hits an enemy with an attack; encounter)
 +
The half orc raider deals an extra 2d8 damage to the target.
 +
Half-Orc Resilience  (free, when the half orc is first bloodied; encounter)
 +
The half-orc raider gains 10 temporary hit points.
 +
Skirmish
 +
If, on its turn, the half-orc ends its move at least 4 squares from its starting point, it deals an extra 1d8 damage on its attacks.
 +
Alignment Chaotic Evil Languages Common, Black speech
 +
Skills athletics +22, endurance +20, nature +17
 +
Str 19 (+13) Dex 26 (+17) Wis 17 (+12)
 +
Con 22 (+15) Int 13 (+10) Cha 8 (-8)
 +
Equipment spear, 5 javelins, hide armor
 +
 +
HALF-ORC RAIDER TACTICS
 +
The half-orc raider keeps moving, taking advantage of skirmish and using javelins to weaken its foes before charging.
 +
 +
ENCOUNTER GROUPS
 +
Half-orcs are commonly found with Dunlending raiding parties, but also with Uruk-Hai of the White Hand.
 +
 +
Level 18 Encounter (XP 10000)
 +
1 Half-Orc Raider (level 18 skirmisher)
 +
1 Uruk-Hai Scout Captain (level 18 soldier)
 +
4 Dunlending Warriors (level 18 minion soldier)
 +
8 Uruk-Hai Scout Warriors (level 18 minion soldier)
 +
 +
 +
 +
Humans from all over Eä—from Harad and the East to Númenor to the west of Middle Earth—have been corrupted by the influence of Morgoth and Sauron.
 +
 +
Haradrim Archer Level 6 Minion Artillery
 +
Medium natural humanoid XP 63
 +
Initiative +7 Senses Perception +4
 +
HP 1; a missed attack never damages a minion.
 +
AC 18; Fortitude 17; Reflex 20; Will 16
 +
Speed 6
 +
  Scimitar (standard; at-will) ✦ Weapon
 +
+13 vs. AC; 4 damage.
 +
  Longbow (standard; at-will) ✦ Weapon, Poison
 +
Ranged 20/40; +13 vs. AC; 6 poison damage.
 +
Alignment Evil Languages Common, Haradaic
 +
Skills endurance +10, stealth +12
 +
Str 12 (+4) Dex 19 (+7) Wis 12 (+4)
 +
Con 14 (+5) Int 11 (+3) Cha 10 (+3)
 +
Equipment scimitar, longbow, 20 arrows
 +
 +
HARADRIM ARCHER TACTICS
 +
Haradrim archers remain far away from their foes, using their longbows.
 +
 +
Easterling Warrior Level 8 Minion Soldier
 +
Medium natural humanoid XP 88
 +
Initiative +7 Senses Perception +6
 +
HP 1; a missed attack never damages a minion.
 +
AC 24; Fortitude 22; Reflex 20; Will 18
 +
Speed 6
 +
  Longspear (standard; at-will) ✦ Weapon
 +
Reach 2; +15 vs. AC; 6 damage.
 +
Phalanx Soldier
 +
The Easterling warrior gains a +2 bonus to AC while at least one ally is adjacent to it.
 +
Alignment Evil Languages Common, Logathig
 +
Skills athletics +14, endurance +13
 +
Str 20 (+9) Dex 16 (+7) Wis 14 (+6)
 +
Con 18 (+8) Int 11 (+4) Cha 10 (+4)
 +
Equipment longspear, scale mail, shield
 +
 +
 +
 +
 +
EASTERLING WARRIOR TACTICS
 +
Easterling warriors form a tight, shield-wall formation that allows a many of them to attack with their shields as possible.
 +
 +
Easterling Cataphract Level 9 Minion Skirmisher
 +
Large natural humanoid XP 125
 +
Initiative +7 Senses Perception +6
 +
HP 1; a missed attack never damages a minion.
 +
AC 25; Fortitude 23; Reflex 21; Will 19
 +
Speed 8
 +
  Lance (standard; at-will) ✦ Weapon
 +
Reach 2; +15 vs. AC; 6 damage (8 damage and the target is knocked prone when the Easterling Cataphract charges).
 +
Heavy Cavalry
 +
The Easterling Cataphract gains combat advantage against any enemy of medium-size or smaller when making a charge attack against the target.
 +
Alignment Evil Languages Common, Logathig
 +
Skills athletics +14, endurance + 13
 +
Str 20 (+9) Dex 16 (+7) Wis 14 (+6)
 +
Con 18 (+8) Int 11 (+4) Cha 10 (+4)
 +
Equipment lance, scale mail, shield
 +
 +
EASTERLING CATAPHRACT TACTICS
 +
Easterling cataphracts charge their foes headlong, bearing their foes to the ground with the force of their mount’s momentum.
 +
 +
HUMAN LORE
 +
A character knows the following information with a successful skill check.
 +
History DC 15: There are many different human peoples, many of which have been corrupted to the service of the darkness. Sauron’s influence is the widest in the east of Middle Earth, with many of the Easterlings and Haradrim under his sway.
 +
History DC 20: At the end of the Second Age of the Sun, Sauron spread his influence over the men of Númenor to the west of Middle Earth, and many fell to his influence. In the Third Age of the Sun, Sauron’s servant the Witch King of Angmar spread his influence over the men of Carn Dûm.
 +
Easterling Captain Level 9 Soldier (Leader)
 +
Medium natural humanoid XP 400
 +
Initiative +7 Senses Perception +6
 +
HP 98; Bloodied 49
 +
AC 25; Fortitude 23; Reflex 21; Will 20
 +
Speed 6
 +
  Scimitar (standard; at-will) ✦ Weapon
 +
+16 vs. AC; 2d8 + 5 damage (crit 1d8 + 21).
 +
  Redeployment (minor; recharge    )
 +
Close burst 5; allies in the burst shift 3 squares.
 +
Lead From the Front
 +
When the Easterling captain hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the Easterling captain’s next turn.
 +
Phalanx Soldier
 +
The Easterling warrior gains a +2 bonus to AC while at least one ally is adjacent to it.
 +
Alignment Evil Languages Common, Logathig
 +
Skills athletics +14, endurance +13
 +
Str 20 (+9) Dex 16 (+7) Wis 14 (+6)
 +
Con 18 (+8) Int 15 (+6) Cha 12 (+5)
 +
Equipment scimitar, scale mail, shield
 +
 +
EASTERLING CAPTAIN TACTICS
 +
The Easterling Captain forms the centre of an Easterling Warrior phalanx in order to benefit from phalanx soldier. The captain uses lead from the front to improve the effectiveness of his soldiers and uses redeployment to set up a flank against his foes.
 +
 +
 +
Human Hedge-Witch Level 10 Artillery
 +
Medium natural humanoid XP 500
 +
Initiative +8 Senses Perception +7
 +
HP 74; Bloodied 37
 +
AC 22; Fortitude 18; Reflex 24; Will 22
 +
Speed 6
 +
  Quarterstaff (standard; at-will) ✦ Weapon
 +
+17 vs. AC; 1d8 + 5 damage.
 +
  Sorcerous Blast (standard; at-will) ✦ Necrotic
 +
Ranged 20; +15 vs. Reflex; 2d6 + 5 necrotic damage.
 +
  Chain Lightning (standard; encounter) ✦ Lightning
 +
The hedge-witch makes a separate attack against 3 different targets; Ranged 10; +13 vs. Reflex; 3d8 + 5 lightning damage.
 +
  Burning Spray (standard; encounter) ✦ Fire
 +
Close blast 3; +13 vs. Reflex; 3d8 + 5 fire damage.
 +
Alignment Evil Languages Common,
 +
Skills arcana +15, bluff +14
 +
Str 12 (+6) Dex 16 (+8) Wis 14 (+7)
 +
Con 14 (+7) Int 21 (+10) Cha 18 (+9)
 +
Equipment quarterstaff
 +
 +
HUMAN HEDGE WITCH TACTICS
 +
The human hedge witch prefers to fight at range, using burning spray if its foes get too close.
 +
 +
Carn Dûm Archer Level 12 Minion Artillery
 +
Medium natural humanoid XP 140
 +
Initiative +12 Senses Perception +8
 +
HP 1; a missed attack never damages a minion.
 +
AC 24; Fortitude 23; Reflex 26; Will 22
 +
Speed 6
 +
  Longsword (standard; at-will) ✦ Weapon
 +
+19 vs. AC; 8 damage.
 +
  Longbow (standard; at-will) ✦ Weapon
 +
Ranged 20/40; +19 vs. AC; 8 damage.
 +
Minion of Wraiths
 +
The Carn Dûm archer gains a +2 bonus to attack rolls while at least one allied undead creature is within 5 squares of it.
 +
Alignment Evil Languages Common
 +
Skills nature +17, stealth +17
 +
Str 12 (+7) Dex 22 (+12) Str 12 (+7)
 +
Con 16 (+9) Int 11 (+6) Con 16 (+9)
 +
Equipment longsword, longbow, 20 arrows
 +
CARN DÛM ARCHER TACTICS
 +
Haradrim archers remain far away from their foes, using their longbows.
 +
 +
Carn Dûm Warrior Level 14 Minion Soldier
 +
Medium natural humanoid XP 200
 +
Initiative +12 Senses Perception +10
 +
HP 1; a missed attack never damages a minion.
 +
AC 30; Fortitude 28; Reflex 26; Will 24
 +
Speed 6
 +
  Longspear (standard; at-will) ✦ Weapon
 +
Reach 2; +21 vs. AC; 9 damage.
 +
Minion of Wraiths
 +
The Carn Dûm warrior gains a +2 bonus to attack rolls while at least one allied undead creature is within 5 squares of it.
 +
Alignment Evil Languages Common
 +
Skills nature +15, stealth +17
 +
Str 23 (+14) Dex 20 (+12) Wis 16 (+10)
 +
Con 20 (+12) Int 11 (+7) Cha 10 (+7)
 +
Equipment longspear, scale mail, shield
 +
 +
CARN DÛM WARRIOR TACTICS
 +
Carn Dûm warriors group together around a powerful undead creature in order to take advantage of minion of wraiths.
 +
 +
Carn Dûm Outrider Level 15 Minion Skirmisher
 +
Large natural humanoid XP 240
 +
Initiative +12 Senses Perception +10
 +
HP 1; a missed attack never damages a minion.
 +
AC 29; Fortitude 29; Reflex 27; Will 25
 +
Speed 10
 +
  Spear (standard; at-will) ✦ Weapon
 +
+20 vs. AC; 9 damage (11 damage and the target is knocked prone when the Carn Dûm outrider charges).
 +
Minion of Wraiths
 +
The Carn Dûm outrider gains a +2 bonus to attack rolls while at least one allied undead creature is within 5 squares of it.
 +
Alignment Evil Languages Common, Logathig
 +
Skills athletics +19, nature +15
 +
Str 23 (+14) Dex 20 (+12) Wis 16 (+10)
 +
Con 20 (+12) Int 11 (+7) Cha 10 (+7)
 +
Equipment spear, scale mail, shield
 +
 +
 +
 +
CARN DÛM OUTRIDER TACTICS
 +
Carn Dûm outriders are often lead into battle by a fast undead creature, and charge headlong at their foes.
 +
 +
Dunlending Hunter Level 17 Minion Artillery
 +
Medium natural humanoid XP 320
 +
Initiative +15 Senses Perception +16
 +
HP 1; a missed attack never damages a minion.
 +
AC 29; Fortitude 29; Reflex 31; Will 27
 +
Speed 6
 +
  Longsword (standard; at-will) ✦ Weapon
 +
+24 vs. AC; 10 damage.
 +
  Longbow (standard; at-will) ✦ Weapon
 +
Ranged 20/40; +24 vs. AC; 10 damage.
 +
For Vengeance
 +
The Dunlending hunter gains a +2 bonus attack rolls to damage on its first turn.
 +
Alignment Unaligned Languages Common
 +
Skills nature +16, stealth +20
 +
Str 18 (+12) Dex 24 (+15) Wis 16 (+11)
 +
Con 20 (+13) Int 11 (+8) Cha 10 (+8)
 +
Equipment longsword, longbow, 20 arrows
 +
 +
DUNLENDING HUNTER TACTICS
 +
Dunlending hunters remain at range and use their bows, but will fight in melee if engaged close up.
 +
 +
Dunlending Warrior Level 18 Minion Soldier
 +
Medium natural humanoid XP 400
 +
Initiative +15 Senses Perception +18
 +
HP 1; a missed attack never damages a minion.
 +
AC 34; Fortitude 32; Reflex 30; Will 26
 +
Speed 6
 +
  Spear (standard; at-will) ✦ Weapon
 +
+21 vs. AC; 10 damage.
 +
For Vengeance
 +
The Dunlending hunter gains a +2 bonus attack rolls to damage on its first turn.
 +
Alignment Unaligned Languages Common
 +
Skills nature +18, stealth +20
 +
Str 25 (+16) Dex 22 (+15) Wis 18 (+13)
 +
Con 22 (+15) Int 11 (+9) Cha 10 (+9)
 +
Equipment spear, hide armor, shield
 +
 +
 +
 +
DUNLENDING WARRIOR TACTICS
 +
Dunlending warriors are aggressive and fearless in battle; they are often motivated by vengeance and will fight to the death.
 +
 +
Dunlending Scout Level 19 Minion Lurker
 +
Medium natural humanoid XP 480
 +
Initiative +19 Senses Perception +18
 +
HP 1; a missed attack never damages a minion.
 +
AC 32; Fortitude 32; Reflex 31; Will 29
 +
Speed 6
 +
  Spear (standard; at-will) ✦ Weapon
 +
+24 vs. AC; 11 damage (14 damage if the scout has combat advantage).
 +
For Vengeance
 +
The Dunlending hunter gains a +2 bonus attack rolls to damage on its first turn.
 +
Alignment Unaligned Languages Common
 +
Skills nature +18, stealth +20
 +
Str 25 (+16) Dex 22 (+15) Wis 18 (+13)
 +
Con 22 (+15) Int 11 (+9) Cha 10 (+9)
 +
Equipment spear, hide armor, shield
 +
 +
DUNLENDING SCOUT TACTICS
 +
Dunlending scouts spend the first round hiding, revealing themselves to ambush their foes and flanking where possible.
 +
 +
 +
 +
 +
 +
 +
 +
 +
Dunlending Chieftain Level 20 Brute (Leader)
 +
Medium natural humanoid XP 700
 +
Initiative +16 Senses Perception +19
 +
HP 233; Bloodied 116
 +
AC 32; Fortitude 34; Reflex 32; Will 30
 +
Speed 6
 +
  Longsword (standard; at-will) ✦ Weapon
 +
+23 vs. AC; 3d8 + 7 damage.
 +
Savage Strike (free, when the Dunlending Chieftain hits with an attack; recharge    )
 +
The Dunlending chieftain deals an additional 2d8 damage with the triggering attack.
 +
Lead From the Front
 +
When the Dunlending chieftain hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the Dunlending chieftain’s next turn.
 +
For Vengeance
 +
The Dunlending hunter gains a +2 bonus attack rolls to damage on its first turn.
 +
Alignment Unaligned Languages Common
 +
Skills nature +19, stealth +21
 +
Str 26 (+18) Dex 23 (+16) Wis 19 (+14)
 +
Con 23 (+16) Int 11 (+10) Cha 10 (+10)
 +
Equipment longsword, hide amour, shield
 +
 +
DUNLENDING CHIEFTAIN TACTICS
 +
The Dunlending chieftain hurls itself into the fray, using savage strike as often as possible and granting allies the benefits of lead from the front.
 +
 +
Black Númenorean Archer Level 22 Minion Artillery
 +
Medium natural humanoid XP 830
 +
Initiative +29 Senses Perception +16
 +
HP 1; a missed attack never damages a minion.
 +
AC 34; Fortitude 34; Reflex 36; Will 32
 +
Speed 6
 +
  Longsword (standard; at-will) ✦ Weapon
 +
+29 vs. AC; 13 damage.
 +
  Longbow (standard; at-will) ✦ Weapon
 +
Ranged 20/40; +29 vs. AC; 13 damage.
 +
Alignment Evil Languages Common, Adûnaic
 +
Skills arcana +16, athletics +23, endurance +22
 +
Str 22 (+17) Dex 27 (+19) Wis 20 (+16)
 +
Con 24 (+18) Int 11 (+11) Cha 10 (11)
 +
Equipment longsword, longbow, 20 arrows
 +
 +
Black Númenorean Warrior Level 23 Minion Soldier
 +
Medium natural humanoid XP 1275
 +
Initiative +18 Senses Perception +16
 +
HP 1; a missed attack never damages a minion.
 +
AC 39; Fortitude 37; Reflex 35; Will 33
 +
Speed 6
 +
  Longspear (standard; at-will) ✦ Weapon
 +
Reach 2; +21 vs. AC; 13 damage.
 +
Phalanx Soldier
 +
The black Númenorean warrior gains a +2 bonus to AC while at least one ally is adjacent to it.
 +
Alignment Evil Languages Common, Adûnaic
 +
Skills arcana +16, athletics +23, endurance +22
 +
Str 27 (+19) Dex 24 (+18) Wis 20 (+16)
 +
Con 24 (+18) Int 11 (+11) Cha 10 (+11)
 +
Equipment longspear, Plate armor, shield
 +
 +
BLACK NÚMENOREAN WARRIOR TACTICS
 +
Black Númenorean warriors form a tight, shield-wall formation that allows a many of them to attack with their shields as possible.
 +
 +
Black Númenorean Rider Level 24 Minion Skirmisher
 +
Large natural humanoid XP 1210
 +
Initiative +19 Senses Perception +17
 +
HP 1; a missed attack never damages a minion.
 +
AC 38; Fortitude 38; Reflex 36; Will 34
 +
Speed 10
 +
  Spear (standard; at-will) ✦ Weapon
 +
+29 vs. AC; 13 damage (16 damage and the target is knocked prone when the black Númenorean Rider charges).
 +
Heavy Cavalry
 +
The black Númenorean Rider gains combat advantage against any enemy of medium-size or smaller when making a charge attack against the target.
 +
Alignment Evil Languages Common, Adûnaic
 +
Skills arcana +17, athletics +26, endurance +24
 +
Str 28 (+21) Dex 25 (+19) Wis 21 (+17)
 +
Con 25 (+19) Int 11 (+12) Cha 10 (+12)
 +
Equipment lance, plate armor, shield
 +
 +
 +
BLACK NÚMENOREAN RIDER TACTICS
 +
Black Númenorean riders charge their foes headlong, bearing their foes to the ground with the force of their mount’s momentum.
 +
 +
Human Warlock Level 24 Controller
 +
Medium natural humanoid XP 6050
 +
Initiative +8 Senses Perception +7
 +
HP 220; Bloodied 110
 +
AC 38; Fortitude 32; Reflex 38; Will 36
 +
Speed 6
 +
  Quarterstaff (standard; at-will) ✦ Weapon
 +
+29 vs. AC; 1d8 + 8 damage.
 +
  Sorcerous Blast (standard; at-will) ✦ Necrotic
 +
Ranged 20; +28 vs. Reflex; 4d6 + 8 necrotic damage.
 +
  Balefire (standard; encounter) ✦ Necrotic
 +
Area burst 2 within 10; +26 vs. Reflex; 4d8 + 7 necrotic damage, and the target is weakened until the start of the warlock’s next turn.
 +
  Burning Spray (standard; encounter) ✦ Fire
 +
Close blast 3; +26 vs. Reflex; 4d12 + 7 fire damage.
 +
Alignment Evil Languages Common, Adûnaic
 +
Skills arcana +26, endurance +22
 +
Str 12 (+13) Dex 16 (+15) Wis 14 (+14)
 +
Con 20 (+17) Int 28 (+21) Cha 25 (+19)
 +
Equipment quarterstaff
 +
 +
HUMAN WARLOCK TACTICS
 +
The human warlock witch prefers to fight at range, using burning spray if its foes get too close.
 +
 +
ENCOUNTER GROUPS
 +
Humans that have succumbed to the power of the darkness are frequently found in the company of orcs and other fell creatures.
 +
 +
Level 8 Encounter (XP 1750)
 +
8 Easterling Warriors (level 8 minion soldier)
 +
4 Haradrim Archers (level 6 minion artillery)
 +
4 Easterling Cataphracts (level 9 minion skirmisher)
 +
1 Easterling Captain (level 9 soldier)
 +
 +
Level 14 Encounter (XP 16800)
 +
16 Carn Dûm Warriors (level 14 minion soldier)
 +
5 Orc Trackers (level 14 minion lurker)
 +
1 Mordor Troll (level 13 soldier)
 +
 +
Huorns are trees that have become sentient, or “Entish”, or alternatively ents that have become tree-ish. Huorns can be malevolent, attacking intruders into their forests without warning.
 +
 +
Huorn Level 13 Controller
 +
Huge fey magical beast (plant) XP 800
 +
Initiative +10 Senses Perception +17; low-light vision
 +
Grasping Roots aura 3; non-flying enemies treat the area within the aura as difficult terrain.
 +
HP 131; Bloodied 65
 +
AC 27; Fortitude 25; Reflex 25; Will 27
 +
Vulnerable fire (a Huorn takes ongoing fire damage [save ends] when damaged by fire.
 +
Speed 4
 +
  Branch (standard; at-will)
 +
Reach 3; +18 vs. AC; 1d10 + 6 damage.
 +
  Sweeping Branches (standard; encounter)
 +
Close burst 3; the huorn makes a branch attack against each enemy in the burst.
 +
  Luring Song (move; at-will) ✦ Charm
 +
Range 10; +17 vs. Will; the target slides a number of squares equal to its speed.
 +
  Enchanting Song (standard; encounter) ✦ Charm, Sleep
 +
Range 5; +17 vs. Will; the target becomes slowed (save ends). If the target fails its first saving throw against this effect, it becomes unconscious (save ends both).
 +
Subtle Magic
 +
If the Huorn uses a ranged power while hidden, it can make a stealth check to remain hidden.
 +
Alignment Unaligned Languages Common, Sindarin, Entish
 +
Skills stealth, +15, nature +17
 +
Str 16 (+9) Dex 19 (+10) Wis 22 (+12)
 +
Con 19 (+10) Int 15 (+8) Cha 10 (+6)
 +
 +
HUORN TACTICS
 +
Huorns remain stationary, relying on its tree-like appearance to stay hidden, using its luring song to position enemies and enchanting song to put an enemy to sleep. When its foes are close enough, it reveals itself with sweeping branches.
 +
 +
 +
 +
HUORN LORE
 +
A character knows the following information with a successful skill check.
 +
Nature DC 20: Huorns are trees that have gained some sentience. They are fiercely territorial and are likely to act aggressively against intruders—they are much more “hasty” than ents in that regard. When undisturbed, however, Huorns will remain unmoving.
 +
Nature DC 25: Huorns are most commonly found in the forest of Fangorn; a forest in the north of Rohan which is rumoured to be filled with terrible spirits. There are also rumours of Ent-like creatures in the Shire.  Huorns often converse inaudibly in Entish.
 +
 +
ENCOUNTER GROUPS
 +
Huorns are usually found with ents, but they can also be found with elves and Maiar.
 +
 +
Level 13 Encounter (XP 4000)
 +
3 Willow Ent (level 12 lurker)
 +
1 Ash Ent (level 14 soldier)
 +
1 Huorn (level 13 controller)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
The Mearas are the princes of horses, descended directly from Nahar, the father of horses. Mearas are white and silver-grey, as fleet as the wind and tireless.
 +
 +
Meara Level 15 Skirmisher
 +
Large fey magical beast (mount) XP 1200
 +
Initiative +15 Senses Perception +17; low-light vision
 +
HP 128; Bloodied 64
 +
AC 29; Fortitude 27; Reflex 29; Will 27
 +
Speed 12, overland 15
 +
  Kick (standard; at-will)
 +
+20 vs. AC; 1d10 + 6 damage.
 +
  Trample (standard; at-will)
 +
The Meara can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the Meara must end its move in an unoccupied space. When it enters an enemy’s space, the Meara makes a trample attack; +18 vs. Reflex; 1d10 + 6 damage, and the target is knocked prone.
 +
Charger (while mounted by a friendly rider of 15th level or higher; at-will) ✦ Mount
 +
On charge attacks, a Meara’s rider deals an extra 2d6 damage.
 +
Light Footing
 +
The Meara ignores difficult terrain.
 +
Alignment Good Languages —
 +
Skills Endurance +17
 +
Str 20 (+12) Dex 23 (+13) Wis 20 (+12)
 +
Con 20 (+12) Int 12 (+1) Cha 15 (+9)
 +
 +
MEARA TACTICS
 +
Mearas charge fearlessly into battle, trampling foes and taking advantage of difficult terrain. Mearas are likely to react violently to anyone attempting to ride them; it requires a DC 31 nature check to calm an angry Meara.
 +
 +
MEARA LORE
 +
A character knows the following information with a successful skill check.
 +
Nature DC 20: Mearas are horses descended from Nahar, the father of horses. They are revered in Rohan, where they are considered the princes of horses. Mearas are likely to react violently when mounted.
 +
 +
 +
 +
ENCOUNTER GROUPS
 +
Mearas are most commonly found being used as mounts by skilled mounted warriors.
 +
 +
Level 14 Encounter (XP 5000)
 +
2 Meara (level 15 skirmisher)
 +
2 Huorn (level 13 controller)
 +
1 Ash Ent (level 14 soldier)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Mewlips are evil, cannibalistic undead creatures that dwell in swamps and attack travellers.
 +
 +
Mewlip Level 5 Minion Skirmisher
 +
Medium shadow humanoid (undead) XP 50
 +
Initiative +8 Senses Perception +7; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 19; Fortitude 17; Reflex 19; Will 15
 +
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant, 5 fire
 +
Speed 8 (swamp walk)
 +
  Claws (standard; at-will)
 +
+10 vs. AC; 5 damage, and the target is slowed (save ends).
 +
Alignment Chaotic evil Languages Common, black speech
 +
Skills nature +7, stealth +11
 +
Str 14 (+4) Dex 18 (+6) Wis 11 (+2)
 +
Con 15 (+4) Int 10 (+2) Cha 8 (+1)
 +
 +
MEWLIP TACTICS
 +
Mewlips hide in marshes and ambush foes, taking advantage of swamp walk to outflank foes.
 +
 +
Mewlip Savage Level 8 Brute
 +
Medium shadow humanoid (undead) XP 350
 +
Initiative +8 Senses Perception +10; darkvision
 +
HP 107; Bloodied 53
 +
AC 20; Fortitude 20; Reflex 22; Will 18
 +
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant, 5 fire
 +
Speed 8 (swamp walk)
 +
  Claws (standard; at-will)
 +
+10 vs. AC; 2d8 + 5 damage, and the target is slowed (save ends).
 +
  Festering Bite (standard; encounter) ✦ Necrotic
 +
+8 vs. Fortitude; 3d10 + 5 damage, and the target takes ongoing 5 necrotic damage (save ends).
 +
Alignment Chaotic evil Languages Common, black speech
 +
Skills nature +10, stealth +13
 +
Str 16 (+7) Dex 20 (+8) Wis 13 (+5)
 +
Con 17 (+7) Int 10 (+4) Cha 8 (+3)
 +
 +
 +
 +
MEWLIP SAVAGE TACTICS
 +
Mewlip savages hide in marshes and ambush foes, using festering bite to weaken foes. Mewlip savages are vicious and relentless, and will usually fight to the death.
 +
 +
MEWLIP LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 20: Mewlips are fell, cannibalistic undead creatures dwell in the swamps and marshes of Middle Earth, accosting travellers and hoarding wealth.
 +
 +
ENCOUNTER GROUPS
 +
Mewlips are usually encountered in large groups but are also encountered with other undead, most commonly spectres.
 +
 +
Level 9 Encounter (XP 2000)
 +
2 Mewlip Savage (level 8 brute)
 +
18 Mewlips (level 5 minion skirmisher)
 +
4 Orc Warriors (level 9 minion soldier)
 +
 +
 +
 +
 +
 +
 +
 +
Mordor flies are fell insects that are native to Mordor. Individually, they are not much of a threat, but in massive swarms they can bring an adventurer down.
 +
 +
Mordor Fly Swarm Level 8 Skirmisher
 +
Medium shadow beast (swarm) XP 350
 +
Initiative +# Senses Perception +#; special
 +
Swarm Attack aura 1; the Mordor fly swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
 +
HP 89; Bloodied 44
 +
AC 22; Fortitude 20; Reflex 22; Will 17
 +
Speed fly 8 (hover)
 +
  Sting (standard; at-will) ✦ Necrotic
 +
+12 vs. Reflex; 1d8 + 5 damage, and ongoing 5 necrotic damage (save ends).
 +
  Swarm Attack (standard; at-will) ✦ Necrotic
 +
Close burst 1; the Mordor fly swarm makes a melee basic attack against each enemy in the burst (including its space).
 +
Alignment Unaligned Languages —
 +
Str 16 (+7) Dex 20 (+9) Wis 10 (+4)
 +
Con 17 (+7) Int s (-1) Cha 8 (+3)
 +
 +
MORDOR FLY SWARM TACTICS
 +
Mordor flies emerge from dark gaps in crags to
 +
 +
catch pray by surprise.
 +
 +
MORDOR FLY LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 20: Mordor flies are fell insects corrupted by the dark magic of Mordor. They are dangerous in large swarms, and their stings can infect their pray with dark magic.
 +
 +
ENCOUNTER GROUPS
 +
Mordor flies are usually found in Mordor or just outside the borders, usually with groups of orcs.
 +
 +
Level 8 Encounter (XP 1750)
 +
1 Mordor Fly Swarm (level 8 skirmisher)
 +
1 Orc Captain (level 9 soldier)
 +
8 Orc Archers (level 7 minion artillery)
 +
4 Orc Warriors (level 9 minion soldier)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Mûmakil are massive, elephant-like creatures that the Haradrim use as mounts for large groups of archers.
 +
 +
Mûmak of Harad Level 14 Elite Brute
 +
Gargantuan natural beast (mount) XP 1400
 +
Initiative +7 Senses Perception +10
 +
Panic Mount (Fear) aura 5; when a mounted natural beast first enters the aura, the rider must pass a DC 26 nature check of the mount becomes immobilized (save ends).
 +
HP 340; Bloodied 170
 +
AC 26; Fortitude 29; Reflex 20; Will 23
 +
Saving Throws +2
 +
Speed 10
 +
Action Points 1
 +
  Tusk Slam (standard; at-will)
 +
Reach 4; +17 vs. AC; 2d8 + 6 damage.
 +
  Stamp (standard; at-will)
 +
Reach 2; +17 vs. AC; 2d8 + 6 damage and the target is knocked prone.
 +
  Tusk Sweep (standard; at-will)
 +
Close blast 4; the Mûmak makes a basic melee attack against each creature in the burst. On a hit, each target is knocked prone.
 +
Trampling Charge
 +
When charging, the Mûmak can move through the space of one or more large or smaller creatures, and make a stamp attack against each of those creatures. The Mûmak can make a tusk sweep attack in place of the rider’s basic melee attack at the end of the movement.
 +
Rider
 +
The rider must stand at the front of the Mûmak’s howdah. A ridden Mûmak moves as a vehicle (Adventurers Vault p14).
 +
Howdah
 +
In addition to the rider, the Mûmak’s howdah can accommodate a crew of 12. The crew (including the driver) is considered to be 6 squares above the ground.
 +
Out of Control
 +
An out-of control Mûmak moves at full speed directly forward. A member of the crew can use a move action to take the reins.
 +
Alignment Unaligned Languages —
 +
Str 23 (+13) Dex 10 (+7) Wis 16 (+10)
 +
Con 20 (+12) Int 2 (+3) Cha 10 (+7)
 +
 +
 +
MÛMAK TACTICS
 +
Mûmakil charge headlong at their foes and trample them underfoot. The archers in the howdah focus their fire to either side of the Mûmak, shooting enemies missed by the Mûmak.
 +
 +
MÛMAK LORE
 +
A character knows the following information with a successful skill check.
 +
Nature DC 20: Mûmakil are massive, elephant-like creatures that are native to Harad. The Haradrim use Mûmakil as mounts for large groups of archers. A Mûmak is almost like a massive war machine, causing devastation as it tramples over the rider’s foes.
 +
 +
ENCOUNTER GROUPS
 +
Mûmakil are usually found as part of Haradrim and Easterling war-bands, and are always mounted by a 13-strong Haradrim crew.
 +
 +
Level 13 Encounter (XP 4000)
 +
2 Mûmak’s of Harad (level 14 elite brute)
 +
20 Haradrim Archers (level 6 minion artillery)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Orcs are the foul foot-soldiers of Sauron, but they were once elves that were twisted and mutated by the dark sorcery of Morgoth. Morannon Orcs are of the same breed but are hardier and more disciplined.
 +
 +
Orc Snaga Level 6 Minion Lurker
 +
Medium shadow humanoid (orc) XP 63
 +
Initiative +6 Senses Perception +3; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 20; Fortitude 19; Reflex 18; Will 15
 +
Speed 6
 +
  Short Sword (standard; at-will) ✦ Weapon
 +
+11 vs. AC; 5 damage (6 damage if the orc Snaga has combat advantage.
 +
Mob Rule
 +
The orc Snaga deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +11, stealth +11
 +
Str 19 (+7) Dex 16 (+6) Wis 10 (+3)
 +
Con 17 (+6) Int 8 (+2) Cha 8 (+2)
 +
Equipment short sword
 +
 +
ORC SNAGA TACTICS
 +
Orc Snaga hide and ambush foes, swarming around them to benefit from mob rule.
 +
 +
 +
Orc Archer Level 7 Minion Artillery
 +
Medium shadow humanoid (orc) XP 75
 +
Initiative +7 Senses Perception +5; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 18; Fortitude 18; Reflex 19 ; Will 15
 +
Speed 6
 +
  Short Sword (standard; at-will) ✦ Weapon
 +
+14 vs. AC; 5 damage.
 +
  Shortbow (standard; at-will) ✦ Weapon
 +
Ranged 15/30; +14 vs. AC; 6 damage.
 +
Mob Rule
 +
The orc archer deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +11, stealth +12
 +
Str 16 (+6) Dex 19 (+7) Wis 10 (+3)
 +
Con 17 (+6) Int 8 (+2) Cha 8 (+2)
 +
Equipment short sword, shortbow, 20 arrows
 +
 +
ORC ARCHER TACTICS
 +
Orc archers are cowardly even by orc standards. They prefer to fire at foes that have two or more allies adjacent to benefit from mob rule, even if they risk hitting an ally.
 +
 +
 +
 +
Orc Raider Level 8 Minion Skirmisher
 +
Medium shadow humanoid (orc) XP 88
 +
Initiative +11 Senses Perception +4; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 22; Fortitude 21; Reflex 21 ; Will 16
 +
Speed 7
 +
  Short Sword (standard; at-will) ✦ Weapon
 +
+13 vs. AC; 6 damage.
 +
  Handaxe (standard; at-will) ✦ Weapon
 +
Ranged 5/10; +13 vs. AC; 7 damage.
 +
Mob Rule
 +
The orc raider deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +13, stealth +14
 +
Str 20 (+9) Dex 20 (+9) Wis 10 (+4)
 +
Con 18 (+8) Int 8 (+3) Cha 8 (+3)
 +
Equipment short sword, 5 handaxes, hide armor
 +
 +
ORC RAIDER TACTICS
 +
Orc raiders use their handaxes as they close in on their foes and surround their foes to benefit from mob rule.
 +
 +
Orc Warrior Level 9 Minion Soldier
 +
Medium shadow humanoid (orc) XP 100
 +
Initiative +8 Senses Perception +4; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 25; Fortitude 22; Reflex 21; Will 17
 +
Speed 5
 +
  Longsword (standard; at-will) ✦ Weapon
 +
+16 vs. AC; 6 damage.
 +
Mob Rule
 +
The orc Snaga deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +11
 +
Str 20 (+9) Dex 18 (+8) Wis 10 (+4)
 +
Con 19 (+8) Int 8 (+3) Cha 8 (+3)
 +
Equipment longsword, chainmail, shield
 +
 +
 +
ORC WARRIOR TACTICS
 +
Orc warriors surround their foes to take advantage of mob rule.
 +
 +
Orc Savage Level 10 Minion Brute
 +
Medium shadow humanoid (orc) XP 125
 +
Initiative +9 Senses Perception +5; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 22; Fortitude 23; Reflex 22; Will 18
 +
Speed 7
 +
  Greataxe (standard; at-will) ✦ Weapon
 +
+13 vs. AC; 10 damage.
 +
Mob Rule
 +
The orc savage deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +14
 +
Str 21 (+10) Dex 18 (+9) Wis 10 (+5)
 +
Con 18 (+9) Int 8 (+4) Cha 8 (+4)
 +
Equipment greataxe, hide armor
 +
 +
ORC SAVAGE TACTICS
 +
Orc savages charge fearlessly into combat with an uncharacteristic disregard for their own safety. Like all orcs, they surround their foes to benefit from mob rule.
 +
 +
ORC LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 15: The orcs were once elves, but they were twisted by dark magic until they became a fell mockery of what they once were.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Warg Rider Level 12 Minion Skirmisher
 +
Large shadow humanoid (orc) XP 175
 +
Initiative +14 Senses Perception +8; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 26; Fortitude 24; Reflex 26; Will 22
 +
Speed 10
 +
  Spear (standard; at-will) ✦ Weapon
 +
+19 vs. AC; 8 damage (10 damage and the target is knocked prone if the wolf rider makes a charge attack).
 +
Mob Rule
 +
The Warg rider deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the rider’s allies adjacent to it.
 +
Pack Tactics
 +
The Warg rider has combat advantage against a target that has one or more ally adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +15, stealth +17
 +
Str 16 (+9) Dex 22 (+12) Wis 14 (+8)
 +
Con 19 (+10) Int 8 (+5) Cha 8 (+5)
 +
Equipment spear, chainmail
 +
 +
WARG RIDER TACTICS
 +
Warg riders charge fiercely at their foes, using the momentum of their mounts to knock their foes prone and taking advantage of numbers.
 +
 +
ENCOUNTER GROUPS
 +
Orcs are often supported by trolls and by weaker Maiar demons. They often fight alongside humans corrupted by Sauron.
 +
 +
Level 9 Encounter (XP 2000)
 +
1 Orc Captain (level 9 soldier)
 +
1 Orc Warlock (level 11 controller)
 +
8 Orc Warriors (level 9 minion soldier)
 +
8 Orc Archers (level 7 minion artillery)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Orc Captain Level 9 Soldier (Leader)
 +
Medium shadow humanoid (orc) XP 400
 +
Initiative +8 Senses Perception +4; darkvision
 +
Improved Mob Rule aura 5; the damage bonus orc allies within the aura gain from mob rule is doubled.
 +
HP 99; Bloodied 49
 +
AC 25; Fortitude 22; Reflex 21; Will 17
 +
Vulnerable 5 radiant
 +
Speed 5
 +
  longsword (standard; at-will) ✦ Weapon
 +
+16 vs. AC; 2d6 + 5 damage.
 +
Mob Rule
 +
The orc captain deals an additional 5 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Unaligned Languages Common, Black speech
 +
Skills endurance+13
 +
Str 20 (+9) Dex 18 (+8) Wis 10 (+4)
 +
Con 19 (+8) Int 8 (+3) Cha 8 (+3)
 +
Equipment longsword, chainmail, shield
 +
 +
ORC CAPTAIN TACTICS
 +
An orc captain surrounds himself with weaker orcs, so that as many of them as possible can benefit from his improved mob rule.
 +
 +
 +
Orc Warlock Level 11 Controller
 +
Medium shadow humanoid (orc) XP 600
 +
Initiative +8 Senses Perception +9; special
 +
HP 114; Bloodied 57
 +
AC 25; Fortitude 23; Reflex 24; Will 23
 +
Speed 6
 +
  Dagger (standard; at-will) ✦ Weapon
 +
+18 vs. AC; 1d8 + 5 damage.
 +
  Sorcerous Blast (standard; at-will) ✦ Necrotic
 +
+16 vs. Reflex; 2d6 + 5 necrotic damage and ongoing 5 necrotic damage (save ends).
 +
  Creeping Shadow (standard; encounter) ✦ Necrotic
 +
+14 vs. Reflex; 4d8 + 5 necrotic damage, and the target is knocked prone. Miss: Half damage, and the target is not knocked prone.
 +
  Eye of Wrath (Minor; at-will) ✦ Fear
 +
Ranged 5; +16 vs. Will; the target takes a -4 penalty to AC (save ends).
 +
Mob Rule
 +
The orc warlock deals an additional 5 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +15, endurance +14
 +
Str 12 (+6) Dex 16 (+8) Wis 18 (+9)
 +
Con 18 (+9) Int 21 (+10) Cha 8 (+4)
 +
Equipment dagger, hide armor
 +
 +
ORC WARLOCK TACTICS
 +
The orc warlock use eye of wrath and sorcerous blast to weaken foes that are surrounded by orcs, and uses creeping shadow when foes get too close.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Morannon Orc Archer Level 13 Minion Artillery
 +
Medium shadow humanoid (orc) XP 200
 +
Initiative +12 Senses Perception +9; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 25; Fortitude 25; Reflex 27 ; Will 24
 +
Speed 5
 +
  Short Sword (standard; at-will) ✦ Weapon
 +
+20 vs. AC; 8 damage.
 +
  Shortbow (standard; at-will) ✦ Weapon
 +
Ranged 15/30; +20 vs. AC; 9 damage.
 +
Mob Rule
 +
The orc archer deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +15
 +
Str 16 (+9) Dex 22 (+12) Wis 16 (+9)
 +
Con 19 (+10) Int 8 (+5) Cha 8 (+5)
 +
Equipment short sword, shortbow, 20 arrows, scale mail
 +
 +
MORANNON ORC ARCHER TACTICS
 +
Morannon Orc archers are considerably braver than other orcs. They prefer to fire at foes that have two or more allies adjacent to benefit from mob rule, even if they risk hitting an ally.
 +
 +
Morannon Orc Warrior Level 14 Minion Soldier
 +
Medium shadow humanoid (orc) XP 250
 +
Initiative +12 Senses Perception +9; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 30; Fortitude 27; Reflex 26; Will 23
 +
Speed 5
 +
  Longsword (standard; at-will) ✦ Weapon
 +
+21 vs. AC; 9 damage.
 +
Mob Rule
 +
The orc Snaga deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +11
 +
Str 23 (+13) Dex 20 (+12) Wis 14 (+9)
 +
Con 20 (+12) Int 8 (+6) Cha 8 (+6)
 +
Equipment longsword, chainmail, shield
 +
MORANNON ORC WARRIOR TACTICS
 +
Morannon orc warriors are braver than other orcs, though they still surround their foes to take advantage of mob rule.
 +
 +
Orc Tracker Level 14 Minion Lurker
 +
Medium shadow humanoid (orc) XP 250
 +
Initiative +13 Senses Perception +10; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 28; Fortitude 26; Reflex 27; Will 24
 +
Speed 7
 +
  Short Sword (standard; at-will) ✦ Weapon
 +
+19 vs. AC; 9 damage (11 damage if the orc tracker has combat advantage.
 +
Mob Rule
 +
The orc tracker deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +17, nature +15, stealth +18
 +
Str 21 (+12) Dex 23 (+13) Wis 16 (+10)
 +
Con 20 (+12) Int 8 (+6) Cha 8 (+6)
 +
Equipment short sword, leather armor
 +
 +
ORC TRACKER TACTICS
 +
Orc trackers rarely engage their foes directly; instead they remain hidden and locate foes for larger orc bands to attack. When attacked, trackers retreat.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Morgul Stalker Level 15 Lurker
 +
Medium shadow humanoid (orc) XP 1200
 +
Initiative +17 Senses Perception +10; darkvision
 +
HP 116; Bloodied 58
 +
AC 29; Fortitude 27; Reflex 29; Will 25
 +
Speed 7
 +
  Dagger (standard; at-will) ✦ Necrotic
 +
+20 vs. AC; 2d8 + 6 necrotic damage.
 +
Backstab
 +
The Morgul stalker deals an additional 1d8 damage against any creature that it has combat advantage against.
 +
Mob Rule
 +
The Morgul stalker deals an additional 6 damage on melee and ranged attacks against an enemy that has two or more of the stalker’s allies adjacent to it.
 +
Stealthy Movement
 +
If the Morgul stalker leaves cover or concealment, it can make a stealth check to remain hidden, as long as it ends its move in cover or concealment. If it makes a melee attack from hiding and misses, it is still considered to be hiding.
 +
Alignment Evil Languages Common, Black speech
 +
Skills endurance +17, stealth +18
 +
Str 21 (+12) Dex 23 (+13) Wis 16 (+10)
 +
Con 20 (+12) Int 8 (+6) Cha 8 (+6)
 +
Equipment dagger, leather armor
 +
 +
MORGUL STALKER TACTICS
 +
The Morgul stalker uses cover and concealment to sneak up on its enemies before attacking them in the back. It will then attempt to surround and flank enemies to benefit from backstab and mob rule.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
The nine ringwraiths, or Nazgûl, are perhaps the greatest and most terrible of Sauron’s servants.
 +
 +
Ringwraith Level 20 Controller
 +
Medium shadow humanoid (undead) XP 500
 +
Initiative +# Senses Perception +#; special
 +
Fearful Shroud aura 5; bright light in the aura is reduced to dim light, and dim light becomes darkness. Enemies in the aura take a -2 penalty to Will defense. If the ringwraith takes radiant damage, the aura is negated until the end of the ringwraith’s next turn.
 +
HP 186; Bloodied 93
 +
AC 34; Fortitude 32; Reflex 34; Will 31
 +
Immune disease, poison; Resist 15 necrotic, insubstantial; Vulnerable 5 radiant, 5 fire
 +
Speed 6
 +
  Longsword (standard; at-will) ✦ Necrotic, Weapon
 +
+24 vs. Reflex; 3d8 + 8 necrotic damage.
 +
  Black Breath (standard; at-will) ✦ Necrotic
 +
Ranged 5; +24 vs. Will 2d8 + 8 necrotic damage, and the target is weakened (save ends).
 +
  Morgul Blade (standard; encounter) ✦ Necrotic, Weapon
 +
+24 vs. Will; 4d8 + 7 necrotic damage, and the target contracts fade (see below).
 +
Morgul Curse (free, when reduced to 0 hit points by a melee attack) ✦ Necrotic
 +
The attacker takes 3d8 + 5 necrotic damage, and contracts fade (see below). If a non-magical weapon was used to make the attack, it is destroyed.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +23, bluff +20, stealth +15
 +
Str 23 (+16) Dex 10 (+10) Wis 23 (+16)
 +
Con 18 (+14) Int 26 (+18) Cha 20 (+15)
 +
Equipment Longsword, Morgul blade
 +
 +
 +
 +
 +
RINGWRAITH TACTICS
 +
A ringwraith closes in on its foes and attacks the target with the weakest Will defense with its, Morgul blade. It then uses black breath to weaken foes and finishes them off with its longsword.
 +
 +
RINGWRAITH LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 25: The nine ringwraiths were once great kings of men, but Sauron offered them rings of power, and in their greed they took them without question, each falling to the powers of the rings. They became incorporeal shadows of their former selves, empowered with dark sorcery.
 +
 +
ENCOUNTER GROUPS
 +
The ringwraiths often work in small groups alone, but they also lead orcs and other fell creatures into battle.
 +
 +
Level 19 Encounter (XP 12000)
 +
2 Ringwraith (level 20 controller)
 +
8 Uruk-Hai Scout Warrior (level 18 minion soldier)
 +
4 Uruk-Hai Marauders (level 19 minion skirmisher)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Fade Level 20 Disease
 +
The victim’s strength is slowly sapped before the body fades and the victim becomes a wraith. Endurance: improve DC 34, maintain DC 29, worsen DC 28 or lower.
 +
The target is cured.
 +
The target takes a -2 penalty to attacks and checks until cured.
 +
The target is dazed and weakened.
 +
The target dies and rises as a wraith as per the spawn wraith ability (Monster Manual p266).
 +
 +
 +
The great spiders are Maiar that were corrupted by Melkor at the beginning of time that took on spider-like form when they entered the world.
 +
 +
Spiderling Level 4 Minion Skirmisher
 +
Medium ainur magical beast (spider) XP 44
 +
Initiative +8 Senses Perception +6; tremorsense 6
 +
HP 1; a missed attack never damages a minion.
 +
AC 18; Fortitude 16; Reflex 17; Will 15
 +
Speed 8, climb 8 (spider climb)
 +
  Bite (standard; at-will) ✦ Poison
 +
+9 vs. AC; 5 poison damage.
 +
Soft Fall
 +
The spiderling ignores the first 30 ft. when determining damage from a fall.
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +11
 +
Str 12 (+3) Dex 18 (+6) Wis 13 (+4)
 +
Con 15 (+5) Int 10 (+2) Cha 8 (+1)
 +
 +
 +
 +
Young Spider Level 11 Minion Skirmisher
 +
Large ainur magical beast (spider) XP 150
 +
Initiative +12 Senses Perception +10; tremorsense 6
 +
HP 1; a missed attack never damages a minion.
 +
AC 25; Fortitude 23; Reflex 24; Will 22
 +
Speed 10, climb 10 (spider climb)
 +
  Bite (standard; at-will) ✦ Poison
 +
+16 vs. AC; 8 poison damage.
 +
Soft Fall
 +
The spiderling ignores the first 30 ft. when determining damage from a fall.
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +15
 +
Str 15 (+7) Dex 21 (+10) Wis 16 (+8)
 +
Con 18 (+9) Int 10 (+5) Cha 8 (+4)
 +
 +
SPIDERLING TACTICS
 +
Spiderlings bring down foes in large groups, relying on their poisonous bites. They often drop on foes from above.
 +
 +
Webspawn Spider Level 5 Lurker
 +
Large ainur magical beast (spider) XP 200
 +
Initiative +10 Senses Perception +6; tremorsense
 +
HP 51; Bloodied 25
 +
AC 19; Fortitude 17; Reflex 18 Will 16
 +
Resist 5 poison
 +
Speed 10, climb 10 (spider climb)
 +
  Bite (standard; at-will) ✦ Poison
 +
+10 vs. AC; 2d8 + 5 damage and ongoing 5 poison damage and the target is slowed (save ends both).
 +
  Entangle (move; at-will)
 +
Slowed or immobilized target only; +8 vs. Reflex; the target is restrained (save ends).
 +
Soft Fall
 +
The spiderling ignores the first 30 ft. when determining damage from a fall.
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +11
 +
Str 12 (+3) Dex 18 (+6) Wis 13 (+4)
 +
Con 15 (+5) Int 10 (+2) Cha 8 (+1)
 +
 +
 +
WEBSPAWN SPIDER TACTICS
 +
The Webspawn spider drops down from its web, poisons its prey with a bite and then uses entangle on the prey before finishing it off.
 +
 +
Preystalker Spider Level 10 Skirmisher
 +
Large ainur magical beast (spider) XP 500
 +
Initiative +12 Senses Perception +10; tremorsense
 +
HP 106; Bloodied 53
 +
AC 24; Fortitude 22; Reflex 23 Will 21
 +
Resist 5 poison
 +
Speed 14, climb 14 (spider climb)
 +
  Bite (standard; at-will) ✦ Poison
 +
+15 vs. AC; 2d6 + 5 damage and ongoing 10 poison damage and the target is slowed (save ends both).
 +
Scuttle (move; at-will)
 +
The Preystalker spider shifts 7 squares
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +15
 +
Str 15 (+7) Dex 21 (+10) Wis 16 (+8)
 +
Con 18 (+9) Int 10 (+5) Cha 8 (+4)
 +
 +
PREYSTALKER SPIDER TACTICS
 +
Preystalker spiders ambush or stalk their prey, charging their chosen prey when in range and using scuttle to reposition themselves.
 +
 +
SPIDER LORE
 +
A character knows the following information with a successful skill check.
 +
Religion DC 20: The great spiders are Maiar that were corrupted by Melkor before the world was created and took spider form when they entered the world. The Spawn of Ungol are the greatest of these spiders, being the direct descendants of Ungoliant.
 +
 +
Spawn of Ungol Level 15 Elite Controller
 +
Huge ainur magical beast (spider) XP 1200
 +
Initiative +17 Senses Perception +14; tremorsense 6
 +
HP 148; Bloodied 74
 +
AC 29; Fortitude 27; Reflex 28; Will 27
 +
Speed 14, climb 14 (spider climb)
 +
  Bite (standard; at-will) ✦ Poison
 +
+20 vs. AC; 2d8 + 6 damage and ongoing 10 poison damage and the target is slowed (save ends both).
 +
  Entangle (minor 1/round; at-will)
 +
+18 vs. Reflex; the target is restrained (save ends).
 +
  Unlight (minor; at-will) ✦ Zone
 +
Close burst 2; the burst creates a zone of darkness that lasts until the end of the spawn of Ungol’s next turn. The zone blocks line of sight for all creatures except the spawn and any creature except the spawn is blinded while within the zone. In addition, all light sources within 10 squares of the spawn are snuffed out.
 +
Alignment Evil Languages Common, Black speech
 +
Skills stealth +18
 +
Str 18 (+11) Dex 23 (+13) Wis 21 (+12)
 +
Con 20 (+12) Int 14 (+9) Cha 12 (+#8)
 +
 +
SPAWN OF UNGOL TACTICS
 +
A spawn of Ungol uses Unlight to gain combat advantage and uses entangle to isolate one foe.
 +
 +
ENCOUNTER GROUPS
 +
Spiders are found among their own kind or with orcs and other creatures of the darkness.
 +
 +
Level 10 Encounter (XP 2500)
 +
3 Preystalker Spiders (level 10 skirmisher)
 +
4 Young Spider (level 11 minion skirmisher)
 +
4 Orc Archers (level 7 minion artillery)
 +
 +
Trolls are fell, cannibalistic giants bred by Melkor in mockery of the ents. Trolls are tough, brutish, green-skinned and scaly.
 +
 +
Cave Troll Level 7 Brute
 +
Large shadow humanoid XP 300
 +
Initiative +3 Senses Perception +3; darkvision
 +
HP 98; Bloodied 49
 +
AC 21; Fortitude 20; Reflex 15; Will 15
 +
Regeneration 10 (if the cave troll takes radiant, fire or acid damage, regeneration does not function until the end of its next turn)
 +
Vulnerable 5 radiant, 5 fire
 +
Speed 8
 +
  Club (standard; at-will) ✦ Weapon
 +
Reach 2; +10 vs. AC; 2d6 + 5 damage.
 +
  Frenzied Strike (free, when the troll’s attack bloodies an enemy; at-will) ✦ Weapon
 +
The cave troll makes a club attack.
 +
Thuggish Charge
 +
When the cave troll hits with a charge attack, it deals an additional 2d6 damage.
 +
Dawn Take You All and Be Stone With You!
 +
A cave troll that begins its turn in direct sunlight is petrified permanently.
 +
Alignment Evil Languages —
 +
Skills athletics +12, Endurance +12
 +
Str 19 (+7) Dex 10 (+3) Wis 10 (+3)
 +
Con 18 (+7) Int 3 (-1) Cha 8 (+2)
 +
Equipment club
 +
 +
CAVE TROLL TACTICS
 +
Cave trolls charge their foes, and fight to the death, though if confronted with radiant magic they are likely to recoil or flee.
 +
 +
TROLL LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 15: The trolls were created by Melkor alongside the orcs, in mockery of the elves. Trolls are tough, brutish and most lack the ability to speak, but in their creation was a fatal flaw; if a troll is touched by the light of the sun, that troll is turned to stone.
 +
Arcana DC 20: In the Third Age of the Sun, the dark lord Sauron forged greater trolls called Olog-hai that were unafraid of the light that is
 +
 +
deadly to other trolls. These trolls are often called Mordor Trolls in the common tongue.
 +
 +
ENCOUNTER GROUPS
 +
Trolls are usually used as shock troops by orcs.
 +
 +
Level 7 Encounter (XP 1500)
 +
1 Cave Troll (level 7 brute)
 +
8 Orc Snaga (level 6 minion lurker)
 +
8 Orc Raider (level 8 minion skirmisher
 +
 +
Level 13 Encounter (XP 4000)
 +
1 Mordor Troll (level 13 soldier
 +
5 Morannon Orc Archer (level 13 minion artillery)
 +
10 Warg Riders (level 12 minion skirmisher)
 +
5 Morannon Orc Warriors (level 14 minion soldier)
 +
 +
Level 17 Encounter (XP 8000)
 +
1 Mordor Troll Chief (level 17 elite soldier)
 +
2 Werewolf Savages (level 16 brute)
 +
5 Uruk-Hai Scout Warriors (level 18 minion soldier)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Mordor Troll Level 13 Soldier
 +
Huge shadow humanoid XP 800
 +
Initiative +9 Senses Perception +8; darkvision
 +
HP 134; Bloodied 67
 +
AC 29; Fortitude 29; Reflex 26; Will 25
 +
Regeneration 10 (if the cave troll takes radiant, fire or acid damage, regeneration does not function until the end of its next turn)
 +
Speed 8
 +
  Greatsword (standard; at-will) ✦ Weapon
 +
Reach 2; +20 vs. AC; 2d8 + 6 damage.
 +
  Frenzied Strike (free, when the troll’s attack bloodies an enemy; at-will) ✦ Weapon
 +
The Mordor troll makes a greatsword attack.
 +
  Sweeping Strike (standard; encounter) ✦ Weapon
 +
Close blast 2; +20 vs. AC; 3d8 + 6 damage, and the target is knocked prone.
 +
Thuggish Charge
 +
When the Mordor troll hits with a charge attack, it deals an additional 2d8 damage.
 +
Threatening Reach
 +
The Mordor troll can make opportunity attacks against all enemies within its reach (2 squares).
 +
Alignment Evil Languages Black speech
 +
Skills athletics +17, Endurance +17
 +
Str 23(+12) Dex 16 (+9) Wis 14 (+8)
 +
Con 22 (+12) Int 8 (+5) Cha 8 (+5)
 +
Equipment plate armor, greatsword
 +
 +
MORDOR TROLL TACTICS
 +
Mordor trolls are more intelligent than cave trolls and are capable of following orders, but without direct instructions they will simply charge into combat and attack groups of enemies with Sweeping Strike.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Mordor Troll Chief Level 17 Elite Soldier
 +
Huge shadow humanoid XP 1600
 +
Initiative +11 Senses Perception +11; darkvision
 +
HP 336; Bloodied 168
 +
AC 33; Fortitude 31; Reflex 25; Will 25
 +
Saving Throws +2
 +
Regeneration 15 (if the Mordor troll chieftain takes radiant, fire or acid damage, regeneration does not function until the end of its next turn)
 +
Speed 8
 +
Action Points 1
 +
  Greatsword (standard; at-will) ✦ Weapon
 +
Reach 2; +24 vs. AC; 2d8 + 7 damage.
 +
  Frenzied Attack (standard; at-will) ✦ Weapon
 +
The Mordor troll chief makes two greatsword attacks, and the target is knocked prone.
 +
  Sweeping Strike (standard; encounter) ✦ Weapon
 +
Close blast 2; +24 vs. AC; 3d8 + 7 damage, and the target is knocked prone.
 +
Thuggish Charge
 +
When the Mordor troll chief hits with a charge attack, it deals an additional 2d8 damage.
 +
Threatening Reach
 +
The Mordor troll chief can make opportunity attacks against all enemies within its reach (2 squares).
 +
Alignment Evil Languages Black speech
 +
Skills athletics +20, Endurance +20
 +
Str 25 (+15) Dex 16 (+11) Wis 16 (+11)
 +
Con 24 (+15) Int 12 (+9) Cha 8 (+7)
 +
Equipment plate armor, greatsword
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
The Uruk-hai are the greatest of orc soldiery, a new race bred by Sauron to circumvent the orcish fear of sunlight.
 +
 +
Uruk-Hai Scout Archer Level 17 Minion Artillery
 +
Medium shadow humanoid (orc) XP 400
 +
Initiative +15 Senses Perception +10; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 29; Fortitude 29; Reflex 31; Will 27
 +
Speed 6 (8 while charging)
 +
  Broadsword (standard; at-will) ✦ Weapon
 +
+24 vs. AC; 9 damage.
 +
  Longbow (standard; at-will) ✦ Weapon
 +
Ranged 20/40; +24 vs. AC; 10 damage.
 +
Trample Undergrowth
 +
The Uruk-hai scout and all allies within 5 squares have forest walk.
 +
Alignment Evil Languages Common, Black speech
 +
Skills athletics +18, endurance +18
 +
Str 21 (+13) Dex 25 (+15) Wis 16 (+11)
 +
Con 20 (+13) Int 14 (+10) Cha 8 (+7)
 +
Equipment broadsword, longbow, 30 arrows, plate armor
 +
 +
URUK-HAI SCOUT ARCHER TACTICS
 +
Uruk-hai scout archers remain at range and focus their fire on individual targets.
 +
 +
URUK-HAI LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 20: The Uruk-hai were created by Sauron and first emerged from Mordor in the year 2475 of the Third Age of the Sun. They are the strongest and toughest of the orcs and are unafraid of sunlight. Uruks are employed both by Sauron and Saruman, and are distinguished by the sign of the red eye or of the white hand. Amongst the Uruks of the White hand are half-orcs created through Saruman’s sorcery.
 +
 +
 +
 +
 +
 +
 +
 +
 +
Uruk-Hai Scout Warrior Level 18 Minion Soldier
 +
Medium shadow humanoid (orc) XP 500
 +
Initiative +15 Senses Perception +12; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 34; Fortitude 32; Reflex 30; Will 28
 +
Speed 6 (8 while charging)
 +
  Broadsword (standard; at-will) ✦ Weapon
 +
+25 vs. AC; 10 damage.
 +
Trample Undergrowth
 +
The Uruk-hai scout and all allies within 5 squares have forest walk.
 +
Alignment Evil Languages Common, Black speech
 +
Skills athletics +22, endurance +19
 +
Str 26 (+17) Dex 22 (+15) Wis 17 (+12)
 +
Con 21 (+14) Int 14 (+11) Cha 8 (+8)
 +
Equipment broadsword, plate armor, shield
 +
 +
URUK-HAI SCOUT WARRIOR TACTICS
 +
Uruk-hai scout warriors are aggressive and tend to surround their foes.
 +
 +
Uruk-Hai Marauder Level 19 Minion Skirmisher
 +
Medium shadow humanoid (orc) XP 600
 +
Initiative +19 Senses Perception +12; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 33; Fortitude 31; Reflex 32; Will 27
 +
Speed 7 (9 while charging)
 +
  Broadsword (standard; at-will) ✦ Weapon
 +
+24 vs. AC; 11 damage (13 damage if the Uruk-hai marauder has combat advantage).
 +
Trample Undergrowth
 +
The Uruk-hai scout and all allies within 5 squares have forest walk.
 +
Mob Rule
 +
The Uruk-hai marauder deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the marauder’s allies adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills athletics +21, endurance +19
 +
Str 22 (+16) Dex 26 (+17) Wis 17 (+12)
 +
Con 21 (+14) Int 14 (+11) Cha 8 (+8)
 +
Equipment broadsword, Hide armor
 +
URUK-HAI MARAUDER TACTICS
 +
Uruk-hai marauders set up flanking positions with allies and use numbers to gain the benefits of mob rule.
 +
 +
Feral Uruk-Hai Level 20 Minion Brute
 +
Medium shadow humanoid (orc) XP 700
 +
Initiative +16 Senses Perception +12; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 32; Fortitude 34; Reflex 32; Will 28
 +
Speed 6 (8 while charging)
 +
  Broadsword (standard; at-will) ✦ Weapon
 +
+25 vs. AC; 13 damage (15 damage if the target is bloodied).
 +
Trample Undergrowth
 +
The feral Uruk-hai and all allies within 5 squares have forest walk.
 +
Alignment Evil Languages Common, Black speech
 +
Skills athletics +23, endurance +21
 +
Str 26 (+18) Dex 23 (+16) Wis 14 (+12)
 +
Con 22 (+16) Int 8 (+9) Cha 8 (+9)
 +
Equipment broadsword, hide armor
 +
 +
FERAL URUK-HAI TACTICS
 +
Feral Uruk-hai charge headlong at their foes and fight ever more ferociously against wounded foes.
 +
 +
 +
 +
Uruk-Hai Scout Captain Level 18 Soldier (Leader)
 +
Medium shadow humanoid (orc) XP 2000
 +
Initiative +15 Senses Perception +12; darkvision
 +
HP 173; Bloodied 86
 +
AC 34; Fortitude 32; Reflex 30; Will 27
 +
Speed 6 (8 while charging)
 +
  Broadsword (standard; at-will) ✦ Weapon
 +
+25 vs. AC; 2d10 + 7 damage.
 +
  Longbow (standard; at-will) ✦ Weapon
 +
Ranged 20/40; +25 vs. AC; 2d10 + 7 damage.
 +
Furious Assault (free, when the Uruk-hai scout captain hits an enemy with an attack; encounter)
 +
The Uruk-hai scout captain deals an extra 2d10 damage to the target.
 +
Lead From the Front
 +
When the Uruk-hai scout captain hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the captain’s next turn.
 +
Trample Undergrowth
 +
The Uruk-hai scout captain and all allies within 5 squares have forest walk.
 +
Alignment Evil Languages Common, Black speech
 +
Skills athletics +22, endurance +19
 +
Str 26 (+17) Dex 22 (+15) Wis 17 (+12)
 +
Con 21 (+14) Int 14 (+11) Cha 8 (+8)
 +
Equipment broadsword, longbow, 30 arrows, plate armor, shield
 +
 +
URUK-HAI SCOUT CAPTAIN TACTICS
 +
Uruk-hai scout captains can fight in both melee or at range, though they prefer to fight in melee.
 +
 +
ENCOUNTER GROUPS
 +
Uruk-hai usually form war-bands or scouting parties made up entirely of Uruks, but they also fight alongside trolls and various other creatures, especially in the case of Mordor Uruks.
 +
 +
Level 18 Encounter (XP 10000)
 +
1 Uruk-Hai Scout Captain (level 18 soldier)
 +
1 Uruk-Hai Warlock (level 19 controller)
 +
10 Uruk-Hai Scout Warriors (level 18 minion soldier)
 +
5 Uruk-Hai Scout Archers (level 17 minion artillery)
 +
 +
 +
 +
 +
Uruk-Hai Warlock Level 19 Controller
 +
Medium shadow humanoid (orc) XP 2400
 +
Initiative +12 Senses Perception +13; darkvision
 +
HP 182; Bloodied 91
 +
AC 33; Fortitude 31; Reflex 32; Will 29
 +
Speed 6 (8 when charging)
 +
  Necrotic Touch (standard; at-will) ✦ Necrotic
 +
+23 vs. Reflex; 3d6 + 8 necrotic damage, and the target is slowed (save ends).
 +
  Sorcerous Blast (standard; at-will) ✦ Necrotic
 +
+23 vs. Reflex; 3d6 + 8 necrotic damage and ongoing 10 necrotic damage (save ends).
 +
  Eye of Wrath (Minor; at-will) ✦ Fear
 +
Ranged 5; +23 vs. Will; the target takes a -4 penalty to AC (save ends).
 +
Furious Assault (free, when the Uruk-hai warlock hits an enemy with an attack; encounter)
 +
The Uruk-hai warlock deals an extra 3d6 damage to the target.
 +
Trample Undergrowth
 +
The Uruk-hai scout captain and all allies within 5 squares have forest walk.
 +
Alignment Evil Languages Common, Black speech
 +
Skills athletics +19, endurance +20
 +
Str 21 (+14) Dex 16 (+12) Wis 18 (+13)
 +
Con 22 (+15) Int 25 (+16) Cha 8 (+8)
 +
Equipment hide armor
 +
 +
URUK-HAI WARLOCK TACTICS
 +
Uruk-hai warlocks are more aggressive than other orcish warlocks, engaging foes in close combat, using necrotic touch to slow foes and eye of wrath to make them more vulnerable.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Uruk-Hai Berserker Level 20 Brute
 +
Medium shadow humanoid (orc) XP 2800
 +
Initiative +16 Senses Perception +10; darkvision
 +
HP 236; Bloodied 118
 +
AC 32; Fortitude 34; Reflex 32; Will 26
 +
Speed 6 (8 while charging)
 +
  Greatsword (encounter; at-will) ✦ Weapon
 +
+23 vs. AC; 2d10 + 8 damage (3d10 + 8 damage against bloodied foes).
 +
Furious Assault (free, when the Uruk-hai berserker hits an enemy with an attack; encounter)
 +
The Uruk-hai warlock deals an extra 2d10 damage to the target.
 +
  Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon
 +
The Uruk-hai berserker makes a melee basic attack and regains 59 hit points.
 +
Alignment Evil Languages Common, Black Speech
 +
Skills athletics +23, endurance +23
 +
Str 27 (+18) Dex 22 (+16) Wis 10 (+10)
 +
Con 26 (+18) Int 8 (+9) Cha 8 (+9)
 +
Equipment Greatsword
 +
 +
URUK-HAI BERSERKER TACTICS
 +
Feral Uruk-hai charge headlong at their foes and fight ever more ferociously against wounded foes.
 +
 +
Uruk-Hai Bolter Level 23 Minion Artillery
 +
Medium shadow humanoid (orc) XP 400
 +
Initiative +19 Senses Perception +15; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 35; Fortitude 35; Reflex 36; Will 32
 +
Speed 6 (8 while charging)
 +
  Broadsword (standard; at-will) ✦ Weapon
 +
+30 vs. AC; 12 damage.
 +
  Crossbow (standard; at-will) ✦ Weapon
 +
Ranged 15/30; +30 vs. AC; 14 damage.
 +
Defensive Formation
 +
The Uruk-hai bolter gains a +2 bonus to AC while at least one ally is adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills athletics +22, endurance +23
 +
Str 22 (+17) Dex 27 (+19) Wis 18 (+15)
 +
Con 25 (+18) Int 14 (+12) Cha 8 (+10)
 +
Equipment broadsword, crossbow, 30 arrows, plate armor
 +
 +
URUK-HAI BOLTER TACTICS
 +
Uruk-hai bolters form tight, defensive formations and rely on their powerful crossbows to bring foes down.
 +
 +
Uruk-Hai Phalanx Warrior Level 24 Minion Soldier
 +
Medium shadow humanoid (orc) XP 500
 +
Initiative +21 Senses Perception +15; darkvision
 +
HP 1; a missed attack never damages a minion.
 +
AC 40; Fortitude 38; Reflex 36; Will 32
 +
Speed 6 (8 while charging)
 +
  Broadsword (standard; at-will) ✦ Weapon
 +
+31 vs. AC; 13 damage.
 +
Defensive Formation
 +
The Uruk-hai phalanx warrior gains a +2 bonus to AC while at least one ally is adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills athletics +22, endurance +19
 +
Str 29 (+21) Dex 24 (+19) Wis 17 (+15)
 +
Con 28 (+21) Int 14 (+14) Cha 8 (+11)
 +
Equipment broadsword, plate armor, shield
 +
 +
URUK-HAI PHALANX WARRIOR TACTICS
 +
Uruk-hai warriors form tight formations called phalanxes for mutual defense, but have a tendency to charge into melee rather than holding together.
 +
 +
 +
 +
Uruk-Hai Phalanx Captain Level 24 Soldier (Leader)
 +
Medium shadow humanoid (orc) XP 6050
 +
Initiative +21 Senses Perception +15; darkvision
 +
HP 229; Bloodied 114
 +
AC 40; Fortitude 38; Reflex 36; Will 32
 +
Speed 6 (8 while charging)
 +
  Broadsword (standard; at-will) ✦ Weapon
 +
+31 vs. AC; 2d10 + 8 damage.
 +
  Crossbow (standard; at-will) ✦ Weapon
 +
Ranged 15/30; +31 vs. AC; 2d10 + 8 damage.
 +
Furious Assault (free, when the Uruk-hai phalanx captain hits an enemy with an attack; encounter)
 +
The Uruk-hai phalanx captain deals an extra 2d10 damage to the target.
 +
Lead From the Front
 +
When the Uruk-hai phalanx captain hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the captain’s next turn.
 +
Defensive Formation
 +
The Uruk-hai phalanx captain gains a +2 bonus to AC while at least one ally is adjacent to it.
 +
Alignment Evil Languages Common, Black speech
 +
Skills athletics +22, endurance +19
 +
Str 29 (+21) Dex 24 (+19) Wis 17 (+15)
 +
Con 28 (+21) Int 14 (+14) Cha 8 (+11)
 +
Equipment broadsword, longbow, 30 arrows, plate armor, shield
 +
 +
URUK-HAI PHALANX CAPTAIN TACTICS
 +
Uruk-hai phalanx captains form the centre point of Uruk phalanxes, using lead from the front to increase the effectiveness of their warriors.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Vampires are fell, blood-sucking bats of great size armed with talons and fangs of steel that were created by Melkor.
 +
 +
Vampire Swarm Level 8 Skirmisher
 +
Large shadow magical beast (swarm) XP 350
 +
Initiative +7 Senses Perception +11; darkvision
 +
Swarm Attack aura 1; the vampire swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
 +
HP 89; Bloodied 44
 +
AC 22; Fortitude 20; Reflex 22; Will 19
 +
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks, 5 radiant, 5 fire
 +
Speed 2 (clumsy), fly 10 (hover)
 +
  Bite (standard; at-will) ✦ Healing, Necrotic
 +
+13 vs. AC; 2d6 + 5 necrotic damage, and the target is slowed (save ends). The vampire swarm regains 5 hit points
 +
  Swarm Attack (standard; at-will) ✦ Healing, Necrotic
 +
Close burst 1; the vampire swarm makes a melee basic attack against each enemy in the burst (including its space).
 +
Bloodlust
 +
When the vampire swarm hits a bloodied enemy with an attack it deals an extra 1d6 damage with the attack.
 +
Alignment Evil Languages Black speech
 +
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
 +
Con 17 (+7) Int 12 (+5) Cha 10 (+4)
 +
 +
VAMPIRE SWARM TACTICS
 +
Vampire swarms surround groups of enemies and use their speed to their advantage where possible.
 +
 +
VAMPIRE LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 20: Vampires are fell, bat-like creatures that drink blood. Although the source of the first vampires is uncertain, it is certain that Melkor created them in the First Age of the Sun, likely to act as both messengers and as aerial troops.
 +
 +
 +
 +
Vampire Level 11 Skirmisher
 +
Huge shadow magical beast XP 600
 +
Initiative +12 Senses Perception +13; darkvision
 +
HP 114; Bloodied 57
 +
AC 25; Fortitude 23; Reflex 24; Will 22
 +
Speed 2 (clumsy), fly 10 (hover)
 +
  Bite (standard; at-will) ✦ Healing, Necrotic
 +
+16 vs. AC; 2d6 + 5 necrotic damage, and the target is slowed (save ends). The vampire swarm 8 hit points
 +
Flyby Attack (standard; at-will)
 +
The vampire flies up to 10 squares and makes one melee basic attack at any point during its movement. The vampire doesn’t provoke opportunity attacks while moving away from the target of the attack.
 +
  Blood Drain (standard; encounter) ✦ Healing, Necrotic
 +
Requires combat advantage; +14 vs. Reflex; 3d8 + 5 necrotic damage, and the target is weakened (save ends). The vampire regains 28 hit points.
 +
Bloodlust
 +
When the vampire swarm hits a bloodied enemy with an attack it deals an extra 1d6 damage with the attack.
 +
Alignment Evil Languages Common, Black speech
 +
Str 17 (+8) Dex 21 (+10) Wis 16 (+8)
 +
Con 18 (+9) Int 15 (+7) Cha 12 (+6)
 +
 +
VAMPIRE TACTICS
 +
Vampires move as often as possible, using flyby attack to swoop over their foes. When bloodied, the vampire uses blood drain.
 +
 +
ENCOUNTER GROUPS
 +
Vampires are found in the darkest places of the world and are found with the creatures that dwell there, such as trolls, spiders and goblins.
 +
 +
Level 11 Encounter (XP 3000)
 +
1 Vampire (level 11 skirmisher)
 +
4 Vampire Swarms (level 8 skirmisher)
 +
2 Preystalker Spider (level 10 skirmisher)
 +
 +
 +
 +
 +
 +
Wargs are a massive, evil breed of wolves that are often used as mounts by orcs. Wargs are pack hunters that savor the taste of humanoid flesh.
 +
 +
Young Warg Level 4 Minion Skirmisher
 +
Large shadow magical beast XP 44
 +
Initiative +8 Senses Perception +8; low-light vision
 +
HP 1; a missed attack never damages a minion.
 +
AC 18; Fortitude 16; Reflex 18; Will 15
 +
Speed 8
 +
  Bite (standard; at-will)
 +
+9 vs. AC; 5 damage (6 damage and the target is knocked prone if the young Warg makes a charge attack).
 +
Pack Tactics
 +
The young Warg has combat advantage against a target that has one or more ally adjacent to it.
 +
Alignment Chaotic evil Languages Black speech
 +
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
 +
Con 14 (+4) Int 9 (-1) Cha 8 (-1)
 +
 +
Adult Warg Level 12 Minion Skirmisher
 +
Large shadow magical beast XP 175
 +
Initiative +14 Senses Perception +14; low-light vision
 +
HP 1; a missed attack never damages a minion.
 +
AC 26; Fortitude 24; Reflex 26; Will 23
 +
Speed 10
 +
  Bite (standard; at-will)
 +
+17 vs. AC; 8 damage (10 damage and the target is knocked prone if the young Warg makes a charge attack).
 +
Pack Tactics
 +
The adult Warg has combat advantage against a target that has one or more ally adjacent to it.
 +
Alignment Chaotic Evil Languages Black speech
 +
Str 19 (+10) Dex 22 (+12) Wis 16 (+9)
 +
Con 18 (+10) Int 9 (-11) Cha 8 (-11)
 +
 +
WARG TACTICS
 +
Wargs fight in tandem in order to gain the benefits of pack tactics and charge aggressively into melee to knock foes prone.
 +
 +
 +
Warg Chieftain Level 8 Skirmisher (Leader)
 +
Large shadow magical beast XP 350
 +
Initiative +11 Senses Perception +11; low-light vision
 +
Improved Pack Tactics aura 5; Wargs in the aura gain a +2 bonus to attack rolls with melee attacks made against prone targets.
 +
HP 89; Bloodied 44
 +
AC 22; Fortitude 20; Reflex 22; Will 21
 +
Speed 10
 +
  Bite (standard; at-will)
 +
+13 vs. AC; 2d6 + 5 damage (3d6 + 5 damage and the target is knocked prone if the Warg chieftain makes a charge attack).
 +
Pack Tactics
 +
The Warg chieftain has combat advantage against a target that has one or more ally adjacent to it.
 +
Alignment Chaotic Evil Languages Black speech
 +
Str 16 (+7) Dex 20 (+9) Wis 14 (+6)
 +
Con 17 (+7) Int 12 (+5) Cha 10 (+4)
 +
 +
WARG CHIEFTAIN TACTICS
 +
Warg chieftains surround themselves with other wargs in order to grant the bonus from improved pack tactics to as many wargs as possible.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Warg Prowler Level 7 Lurker
 +
Large shadow magical beast XP 300
 +
Initiative +9 Senses Perception +10; low-light vision
 +
HP 65; Bloodied 32
 +
AC 21; Fortitude 19; Reflex 21; Will 18
 +
Speed 10
 +
  Bite (standard; at-will)
 +
+12 vs. AC; 2d6 + 5 damage (3d6 + 5 damage and the target is knocked prone if the Warg prowler makes a charge attack).
 +
Combat Advantage
 +
The Warg prowler deals an extra 1d6 damage with its attacks against any target that it has combat advantage against.
 +
Pack Tactics
 +
The Warg prowler has combat advantage against a target that has one or more ally adjacent to it.
 +
Alignment Chaotic Evil Languages Black speech
 +
Skills stealth +12
 +
Str 16 (+6) Dex 19 (+7) Wis 14 (+5)
 +
Con 17 (+6) Int 10 (+3) Cha 8 (+2)
 +
 +
 +
WARG PROWLER TACTICS
 +
Warg prowlers stalk their prey stealthily or wait in ambush before attacking their prey unawares. Warg prowlers use allies to gain combat advantage where possible using pack tactics.
 +
 +
WARG LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 20: Wargs are a fell breed of wolves that have a taste for flesh. It is not certain how the wargs were created, but it seems likely that they were bred by Melkor or are descended from the werewolves.
 +
 +
ENCOUNTER GROUPS
 +
Wargs are allies of goblins and orcs, though they sometimes fight alongside werewolves and other, more dangerous, creatures.
 +
 +
Level 7 Encounter (XP 1500)
 +
1 Warg Chieftain (level 8 skirmisher)
 +
1 Warg Prowler (level 7 lurker)
 +
12 Young Wargs (level 4 minion skirmisher)
 +
4 Orc Warriors (level 4 minion soldier)
 +
 +
 +
The watcher in the water is an ancient, tentacled creature that lurks in a pool outside of the West Gate of Moria. Whether it is one monster or many is unknown, and it is also not known if any other watchers exist in Middle Earth.
 +
 +
Watcher Tentacle Level 9 Lurker
 +
Large ainur magical beast (aquatic) XP 400
 +
Initiative +11 Senses Perception +11; darkvision
 +
HP 77; Bloodied 38
 +
AC 23; Fortitude 21; Reflex 23; Will #20
 +
Speed swim 6
 +
  Tentacle (standard; at-will)
 +
Reach 3; +12 vs. Reflex; 2d6 + 5 damage and the target is grabbed and pulled adjacent to the watcher tentacle.
 +
  Constrict (standard; at-will)
 +
Only usable against a creature grabbed by the watcher tentacle or an adjacent watcher tentacle; +12 vs., Reflex; 4d6 + 5 damage.
 +
Alignment Evil Languages Black speech
 +
Skills dungeoneering +11
 +
Str 21 (+9) Dex 16 (+7) Wis 15 (+6)
 +
Con 17 (+7) Int 12 (+5) Cha 10 (+4)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
WATCHER TENTACLE TACTICS
 +
Large numbers of watcher tentacles erupt from hiding in the water and grapple foes.
 +
 +
WATCHER IN THE WATER LORE
 +
A character knows the following information with a successful skill check.
 +
Religion DC 25: The exact nature of the watcher in the water is unknown, but it seems that it is some kind of Maiar demon. The watcher could be one creature or many.
 +
 +
ENCOUNTER GROUPS
 +
The watcher is a solitary creature that dwells in the pool outside the West Gate of Moria.
 +
 +
Level 13 Encounter (XP 4000)
 +
10 Watcher Tentacles (level 9 lurker)
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Werewolves are tortured spirits forced into wolf form by sorcery that are thralls to Melkor.
 +
 +
Werewolf Savage Level 16 Brute
 +
Medium ainur magical beast XP 1400
 +
Initiative +15 Senses Perception +16; darkvision
 +
HP 190; Bloodied 95
 +
AC 28; Fortitude 28; Reflex 30; Will 26
 +
Speed 10
 +
  Bite (standard; at-will)
 +
+19 vs. AC; 3d8 + 7 damage (the target is knocked prone if the werewolf savage makes a charge attack).
 +
Blood Frenzy
 +
The werewolf’s melee attacks deal 7 extra damage against bloodied foes.
 +
Pack Tactics
 +
The werewolf savage has combat advantage against a target that has one or more ally adjacent to it.
 +
Alignment Evil Languages Common, Black speech, Quendi
 +
Skills intimidate +13, nature +16
 +
Str 21 (+13) Dex 24 (+15) Wis 16 (+11)
 +
Con 20 (+13) Int 12 (+9) Cha 10 (+8)
 +
 +
WEREWOLF SAVAGE TACTICS
 +
Werewolf savages charge relentlessly into close combat, focusing their attacks against bloodied foes.
 +
 +
WEREWOLF LORE
 +
A character knows the following information with a successful skill check.
 +
Religion DC 25: Werewolves are tortured spirits that have the shape of wolves. They are thralls to Melkor, though their precise origin is not known.
 +
 +
ENCOUNTER GROUPS
 +
Werewolves are usually found among groups of orcs, wargs and other Ainur such as spiders.
 +
 +
Level 16 Encounter (XP 7000)
 +
1 Werewolf Hunter (level 17 skirmisher)
 +
1 Morgul Stalker (level 15 lurker)
 +
3 Werewolf Savages (level 16 brute)
 +
 +
 +
 +
Werewolf Hunter Level 17 Skirmisher
 +
Medium ainur magical beast XP 1600
 +
Initiative +17 Senses Perception +17; special
 +
HP 165; Bloodied 82
 +
AC 31; Fortitude 29; Reflex 31; Will 28
 +
Speed 10
 +
  Bite (standard; at-will)
 +
+22 vs. AC; 2d8 + 7 damage (the target is knocked prone if the werewolf hunter makes a charge attack).
 +
  Hit and Run (standard; at-will)
 +
The werewolf hunter moves up to 10 squares and makes one melee basic attack at any point during its movement. The werewolf hunter doesn’t provoke opportunity attacks while moving away from the target of the attack.
 +
Pack Tactics
 +
The werewolf savage has combat advantage against a target that has one or more ally adjacent to it.
 +
Alignment Evil Languages Common, Black speech, Quendi
 +
Skills intimidate +13, nature +17
 +
Str 20 (+13) Dex 25 (+15) Wis 18 (+12)
 +
Con 21 (+13) Int 13 (+9) Cha 10 (+8)
 +
 +
WEREWOLF HUNTER TACTICS
 +
Werewolf hunters use hit and run attacks to attack foes while avoiding the melee attacks of their foes,
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
Wights are terrible spectral undead creatures that seek out bodies to replace their own lost forms.
 +
 +
Barrow-Wight Level 7 Controller
 +
Medium shadow humanoid (undead) XP 300
 +
Initiative +4 Senses Perception +5; darkvision
 +
Spectral Chill (Cold) aura 1; enemies in the aura take a -2 penalty to Will defense.
 +
HP 64; Bloodied 32
 +
AC 21; Fortitude 17; Reflex 19; Will 20
 +
Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 10 radiant
 +
Speed 6; phasing
 +
  Spectral Touch (standard; at-will) ✦ Necrotic
 +
+11 vs. Will; 1d8 + 5 necrotic damage, and the target is immobilized (save ends) and loses 1 healing surge.
 +
  Enchant Foe (standard; encounter) ✦ Charm
 +
+11 vs. Will; the target is dominated (save ends). Miss: 3d8 + 5 damage.
 +
Destroyed by Sunlight
 +
A barrow-wight that begins its turn in direct sunlight can take only a single move action on its turn. If it ends the turn in direct sunlight, it burns to ash and is destroyed.
 +
Alignment Evil Languages Common, Black speech
 +
Skills arcana +11, religion +10
 +
Str 8 (+2) Dex 12 (+4) Wis 14 (+5)
 +
Con 12 (+4) Int 16 (+6) Cha 19 (+7)
 +
 +
BARROW-WIGHT TACTICS
 +
Barrow-wights use enchant foe to turn foes against each other and spectral touch to immobilize and drain foes.
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
WIGHT LORE
 +
A character knows the following information with a successful skill check.
 +
Arcana DC 20: Wights are tortured spirits that fled out of Angmar in the time of the Witch-King’s rule, seeking a place to hide from the light of the sun. Wights have no form of the own and seek to steal bodies from the living. They often shelter in the barrows of long-dead kings, and are sometimes called barrow-wights.
 +
 +
ENCOUNTER GROUPS
 +
Wights are usually found alone in barrows or with other undead creatures.
 +
 +
Level 7 Encounter (XP 15000)
 +
1 Barrow-Wight (level 7 controller)
 +
1 Cave Troll (level 7 brute)
 +
2 Mewlip Savage (level 8 brute)
 +
4 Orc Snaga (level 6 minion artillery)
  
  

Revision as of 15:02, 8 September 2011

Monsters

There are fouler things than orcs in the deep places of the world; fell, rarely named and often more ancient than the world itself. Iconic monsters such as Balrogs, trolls, spiders, wraiths and dragons terrorize the peoples of Middle Earth and threaten the order of the Music of the Ainur.

Naturally, many of the monsters of the core Monster Manual do not fit within Middle Earth, and many of the monsters of Middle Earth are not present in the Monster Manual. This chapter therefore provides a comprehensive bestiary of the unique monsters of Middle Earth.

You can still use many of the core monsters in your Middle Earth adventures; orcs, goblins, trolls, dragons and so on would fit in without any revision, while many others such as kobolds could be disguised as Middle Earth monsters. A kobold could become a goblin, while a succubus could become a Maiar demon of Melkor, corrupted before the beginning of the world.

Balrog

Balrogs are the most terrible of Melkor’s servants; they are Maiar that were corrupted by him before the creation of the world. The name “Balrog” means “demon of might”. Balrogs are demons of shadow and flame, shrouded by darkness and with manes and weapons of fire.

Balrog Warrior Level 20 Elite Brute Huge ainur humanoid (demon) XP 5600 Initiative +12 Senses Perception +19; darkvision; truesight 6 Shadow and Flame Aura (Fire, Necrotic) aura 2 (aura 3 when the Balrog is bloodied); enemies that start their turn in the aura take 10 fire and necrotic damage (20 damage while the Balrog is bloodied). HP 466; Bloodied 233 AC 22; Fortitude 24; Reflex 22; Will 23 Immune fear; Resist 40 fire; 40 necrotic Saving Throws +2 Speed 8, fly 12 (clumsy) Action Points 1

 Burning Sword (standard; at-will) ✦ Fire, Weapon

Reach 3; +23 vs. AC; 3d8 + 7 fire damage, or 3d8 + 31 damage on a critical hit.

 Fire Whip (standard; at-will) ✦ Fire, Weapon

Reach 5; +21 vs. Reflex; 3d6 + 7 fire damage, and the target is grabbed and pulled to an unoccupied square adjacent to the Balrog. While grabbed, the target takes ongoing 5 damage and the Balrog can make burning sword attacks against the target as a minor action once per round.

 Burning Shadow (standard; encounter) ✦ Necrotic

Close burst 2; +19 vs. Will; 4d10 + 7 necrotic damage. Change Shape (minor; at-will) ✦ Polymorph The Balrog becomes either large size or medium size, and its reach decreases by 1 for large size and 2 for medium size. The Balrog can return to its normal form Alignment Evil Languages Skills Arcana +21; Bluff +22; Insight +19; Intimidate +21 Str 26 (+18) Dex 14 (+12) Wis 18 (+14) Con 23 (+16) Int 22 (+16) Cha 24 (+17)

Balrog Warrior Tactics

The Balrog warrior focuses on a single target, entangling a character with its whip and cutting it repeatedly with its sword. When surrounded, the Balrog warrior unleashes its burning shadow. A Balrog warrior often refuses to retreat from battle, fighting to the death.

Balrog Warlock Level 26 Elite Controller Huge ainur humanoid (demon) XP 18000 Initiative +16 Senses Perception +23; darkvision; truesight 6 Shadow and Flame Aura (Fire, Necrotic) aura 2 (aura 3 when the Balrog is bloodied); enemies that start their turn in the aura take 10 fire and necrotic damage (20 damage while the Balrog is bloodied). HP 480; Bloodied 240 AC 30; Fortitude 26; Reflex 28; Will 30 Immune fear; Resist 40 fire; 40 necrotic Saving Throws +2 Speed 8, fly 12 (clumsy) Action Points 1

 Burning Sword (standard; at-will) ✦ Fire, Weapon

Reach 3; +31 vs. AC; 3d8 + 9 fire damage, or 3d8 + 33 damage on a critical hit.

 Sorcerous Blast (standard; at-will) ✦ Fire

Area burst 2 within 20; +30 vs. Reflex; 3d8 + 9 fire damage.

 Burning Shadow (standard; encounter) ✦ Necrotic

Close burst 2; +28 vs. Will; 4d10 + 9 necrotic damage. Change Shape (minor; at-will) ✦ Polymorph The Balrog becomes either large size or medium size, and its reach decreases by 1 for large size and 2 for medium size. The Balrog can return to its normal form Alignment Evil Languages Skills Arcana +26; Bluff +27; Insight +23; Intimidate +27 Str 20 (+18) Dex 16 (+16) Wis 20 (+18) Con 24 (+20) Int 26 (+21) Cha 29 (+22)

Balrog Warlock Tactics

Balrog warlocks use a screen of minions to keep their foes away while they use sorcerous blast on groups of foes. When cornered, a Balrog warlock uses Burning shadow and attempts to flee if it is losing.

Balrog Banelord
Level 30 Solo Brute
Huge ainur humanoid (demon)
XP 95000
Initiative +19 Senses Perception +24; darkvision; truesight 6
Shadow and Flame Aura (Fire, Necrotic) aura 2 (aura 3 when the Balrog is bloodied); enemies that start their turn in the aura take 15 fire and necrotic damage (30 damage while the Balrog is bloodied).
HP 1352; Bloodied 676
AC 42; Fortitude 44, Reflex 41, Will 44
Saving Throws +5
Speed 8, fly 12 (clumsy)
Action Points 2
BasicMelee.png Burning Sword (standard; at-will) ♦ Fire, Weapon
Reach 3; +33 vs. AC; 4d8 + 10 fire damage, or 4d8 + 42 damage on a critical hit.
Melee.png Fire Whip (standard; at-will) ♦ Fire, Weapon
Reach 5; +32 vs. Reflex; 3d8 + 10 fire damage, and the target is grabbed and pulled to an unoccupied square adjacent to the Balrog. While grabbed, the target takes ongoing 10 damage and the Balrog can make burning sword attacks against the target as a minor action once per round.
Area.png Sorcerous Blast (standard; at-will) ♦ Fire
Area burst 2 within 20; +32 vs. Reflex; 4d10 + 9 fire damage.
Close.png Burning Shadow (standard; recharge when first bloodied) ♦ Necrotic
Close burst 2; +29 vs. Will; 5d10 + 9 necrotic damage.
Change Shape (minor; at-will) ♦ Polymorph
The Balrog becomes either large size or medium size, and its reach decreases by 1 for large size and 2 for medium size. The Balrog can return to its normal form as a minor action.
Demon of Might
The Balrog can take up to two standard actions on its turn.
Alignment Evil Languages Common, Black Speech
Skills =Arcana +21; Bluff +22; Insight +19; Intimidate +21
Str 31 (+25) Dex 18 (+19) Wis 18 (+19)
Con 28 (+24) Int 26 (+23) Cha 31 (+25)

Balrog Banelord Tactics

A Balrog banelord is arrogant and fearless, engaging the hardiest of foes in melee with their terrible whips and swords while using sorcerous blast against foes out of reach. When cornered, a Balrog will fight to the death, using its wings to reposition itself if necessary. Unlike other Balrogs, a banelord does not often use minions to its advantage.

Balrog Lore

A character knows the following information with a successful skill check.

Religion DC 25: Balrogs are terrible “demons of might” corrupted to Melkor’s service. They are wreathed in sorcerous shadow and flame and are capable of using powerful magic. The Balrogs hid themselves in the deep places of the world when Melkor fell and rarely a Balrog is disturbed and unleashed upon the world.
Religion DC 30: A Balrog’s most terrible weapon is its whip of fire which it uses to entangle its foes in writhing flame.

Encounter Groups

Balrogs typically surround themselves with weaker, subservient minions such as orcs and trolls, the greatest of which act as bodyguards. Balrogs are rarely, if ever, found in groups containing more than one Balrog.

Level 20 Encounter (XP 14000)

  • 1 Balrog Warrior (level 20 elite brute)
  • 1 Elder Urulóki (level 19 elite soldier)
  • 8 Feral Uruk-Hai (level 20 minion brute)

Level 26 Encounter (XP 45000)

  • 1 Balrog Warlock (level 26 elite controller)
  • 1 Uruk-Hai Phalanx Captain (level 24 (soldier)
  • 18 Uruk-Hai Phalanx Warriors (level 24 minion soldier)

Crébain

Crébain are a breed of large, fell crows that live in Dunland and Fangorn. Crébain form large swarms that act as scouts.

Créban Level 1 Minion Skirmisher Tiny natural beast XP 25 Initiative +7 Senses Perception +6 HP 1; a missed attack never damages a minion. AC 15; Fortitude 11; Reflex 15; Will 13 Speed 2 (clumsy); fly 10 (hover)

 Claw (standard; at-will) 

+6 vs. AC; 4 damage.

Flyby Attack (standard; at-will)

The créban flies up to 10 squares and makes one melee basic attack at any point during its movement. The créban doesn’t provoke opportunity attacks while moving away from the target of the attack. Alignment Unaligned Languages — Str 6 (-2) Dex 16 (+3) Wis 13 (+1) Con 10 (+0) Int 8 (-1) Cha 8 (-1)

Créban Tactics

A créban uses flyby attack to swoop overhead and claw at its foe’s head. Crébain prefer to keep moving and flee when fighting a losing battle.

Crébain Flock Level 4 Skirmisher Large natural beast (swarm) XP 175 Initiative +10 Senses Perception +8 Swarm Attack aura 1; the crébain swarm makes a basic attack as a free action against each enemy that begins its turn in the aura. HP 50; Bloodied 25 AC 18; Fortitude 14; Reflex 18; Will 15 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks. Speed 2 (clumsy); fly 10 (hover)

 Claw (standard; at-will)

+9 vs. AC; 1d10 + 4 damage.

 Swarm of Claws (standard; at-will)

Close burst 1; the crébain swarm makes a melee basic attack against each enemy in the burst (including its space). Alignment Unaligned Languages — Str 6 (+0) Dex 18 (+6) Wis 13 (+3) Con 10 (+2) Int 8 (+1) Cha 8 (+1)

Crébain Flock Tactics

Crébain swarm around groups of enemies and use their speed to their advantage where possible. If you wish, you can have individual crébain fly out of the swarm (using the créban stat block opposite).

Crébain LORE

A character knows the following information with a successful skill check.

Nature DC 15: Crébain are nasty, crow-like birds that are native to Dunland and parts of Fangorn. They have a tendency to form great flocks and sometimes attack travellers, though they are cowardly birds.
Arcana DC 20: It is possible to enchant crébain to an individual’s service so that they can be employed as scouts or spies.

Encounter Groups

Crébain can sometimes be found being used as scouts or spies for marauding bands of orcs.

Level 4 Encounter (XP 875)

  • 1 Crébain Flock (level 4 skirmisher)
  • 8 Young Wargs (level 4 minion skirmisher)
  • 8 Goblin Scouts (level 4 minion lurker)

Dragon

In the First Age of the Sun, Morgoth hid himself in the pits of Angband wrought the dragons from fire and sorcery. Morgoth wrought three kinds of dragon; the cold-drakes that slither like snakes, the Urulóki fire-drakes that walk on legs and breath fire, and the winged fire-drakes that fly on bat-like wings.

Dragons are protected by scales of impenetrable ion, armed with razor-sharp tooth and claw. Their eyesight is keener than a hawk’s and they have perfect hearing. Dragons are of renowned intellect but can easily be deceived because of their vanity and gluttony.

COLD-DRAKE

Cold drakes are vicious, snake-like hunters that slither on their bellies rather than walk or fly. Unlike other dragons, cold-drakes cannot breathe fire.

Young Cold-Drake Level 3 Lurker Large shadow magical beast (dragon) XP 175 Initiative +6 Senses Perception +9; darkvision Lashing Tail aura 1; all creatures other than the cold-drake treat the area within the aura as difficult terrain. HP 41; Bloodied 20 AC 17; Fortitude 17; Reflex 15; Will 14 Speed 6

 Bite (standard; at-will) 

Reach 2; +8 vs. AC; 1d6 + 3 damage. The cold-drake deals an extra 1d6 damage if it has combat advantage against the target.

 Constrict (standard; recharge    )

+6 vs. Reflex; the target is grabbed and the cold-drake makes a melee basic attack against the target. While grabbed, the target takes a -2 penalty escape checks to escape the grab and grants combat advantage to the cold-drake.

 Savage Bite (standard; encounter)

Reach 2; +8 vs. AC; 2d8 + 3 damage. The cold-drake deals an extra 1d8 damage if it has combat advantage against the target. Alignment Evil Languages Common, Black speech Skills Athletics +9, Stealth +6 Str 17 (+4) Dex 11 (+2) Wis 12 (+2) Con 14 (+3) Int 14 (+3) Cha 12 (+2)

Adult Cold-Drake Level 9 Lurker Large shadow magical beast (dragon) XP 400 Initiative +8 Senses Perception +12; darkvision Lashing Tail aura 1; all creatures other than the cold-drake treat the area within the aura as difficult terrain. HP 80; Bloodied 40 AC 23; Fortitude 23; Reflex 21; Will 20 Speed 7

 Bite (standard; at-will) 

Reach 2; +14 vs. AC; 1d8 + 5 damage. The cold-drake deals an extra 1d8 damage if it has combat advantage against the target.

 Constrict (standard; recharge    )

+12 vs. Reflex; the target is grabbed and the cold-drake makes a melee basic attack against the target. While grabbed, the target takes a -2 penalty escape checks to escape the grab and grants combat advantage to the cold-drake.

 Savage Bite (standard; encounter)

Reach 2; +14 vs. AC; 2d8 + 4 damage. The cold-drake deals an extra 2d8 damage if it has combat advantage against the target. Alignment Evil Languages Common, Black speech Skills Athletics +13, Stealth +9 Str 20 (+8) Dex 14 (+6) Wis 12 (+5) Con 17 (+7) Int 17 (+7) Cha 15 (+6)

Elder Cold-Drake Level 17 Lurker Huge shadow magical beast (dragon) XP 1600 Initiative +11 Senses Perception +18; darkvision Lashing Tail aura 1; all creatures other than the cold-drake treat the area within the aura as difficult terrain. HP 132; Bloodied 66 AC 31; Fortitude 31; Reflex 29; Will 28 Speed 8

 Bite (standard; at-will) 

Reach 2; +22 vs. AC; 2d8 + 7 damage. The cold-drake deals an extra 1d8 damage if it has combat advantage against the target.

 Constrict (standard; recharge    )

+20 vs. Reflex; the target is grabbed and the cold-drake makes a melee basic attack against the target. While grabbed, the target takes a -2 penalty escape checks to escape the grab and grants combat advantage to the cold-drake.

 Savage Bite (standard; recharge  )

Reach 2; +22 vs. AC; 2d12 + 7 damage. The cold-drake deals an extra 2d12 damage if it has combat advantage against the target. Alignment Evil Languages Common, Black speech Skills Athletics +19, Stealth +14 Str 24 (+14) Dex 16 (+11) Wis 16 (+11) Con 21 (+13) Int 21 (+13) Cha 19 (+12)

Ancient Cold-Drake Level 24 Lurker Gargantuan shadow magical beast (dragon) XP 6050 Initiative +15 Senses Perception +22; darkvision Lashing Tail aura 1; all creatures other than the cold-drake treat the area within the aura as difficult terrain. HP 178; Bloodied 89 AC 38; Fortitude 38; Reflex 36; Will 35 Speed 9

 Bite (standard; at-will) 

Reach 2; +29 vs. AC; 2d6 + 8 damage. The cold-drake deals an extra 2d6 damage if it has combat advantage against the target.

 Constrict (standard; recharge      )

+27 vs. Reflex; the target is grabbed and the cold-drake makes a melee basic attack against the target. While grabbed, the target takes a -2 penalty escape checks to escape the grab and grants combat advantage to the cold-drake.

 Savage Bite (standard; recharge    )

Reach 2; +29 vs. AC; 3d10 + 8 damage. The cold-drake deals an extra 2d10 damage if it has combat advantage against the target. Alignment Evil Languages Common, Black speech Skills Athletics +25, Stealth +18 Str 28 (+20) Dex 16 (+15) Wis 16 (+15) Con 25 (+19) Int 25 (+19) Cha 23 (+18)

Cold-Drake Tactics

Cold-drakes focus on a single target, either flanking them or constricting them to gain combat advantage and then biting them repeatedly until death.

Cold-Drake Lore

A character knows the following with a successful skill check.

Arcana DC 15: The dragons were created by the fell sorcery of Morgoth. Cold-drakes are usually found in caverns deep in the mountains.
Arcana DC 20: Unlike other dragons, cold-drakes cannot breathe fire, and rely on constriction and their fangs to bring down their foes.

Urulóki Fire-Drake

Urulóki fire-drakes walk on four legs and are capable of breathing fire, but, unlike their greater cousins, are incapable of flight.

Young Urulóki Level 5 Elite Soldier Large shadow magical beast (dragon) XP 400 Initiative +3 Senses Perception +8; darkvision HP 126; Bloodied 63 AC 21; Fortitude 19; Reflex 17; Will 16 Resist 15 fire Saving Throws +2 Speed 7 Action Points 1

 Bite (standard; at-will) ✦ Fire 

Reach 2; +12 vs. AC; 1d10 + 4 damage plus 2d10 fire damage.

 Claw (standard; at-will)

Reach 2; +12 vs. AC; 1d10 + 4 damage.

 Double Attack (standard; at-will)

The Urulóki makes two claw attacks.

 Breath Weapon (standard; recharge    ) ✦ Fire

Close blast 5; +8 vs. Reflex; 3d8 + 5 fire damage. Miss: Half damage.

 Bloodied Breath (free, when first bloodied; encounter) ✦ Fire

The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately. Alignment Evil Languages Common, Black speech Skills arcana +9; athletics + 11; bluff +8; insight +7; intimidate +8 Str 18 (+6) Dex 12 (+3) Wis 12 (+3) Con 15 (+4) Int 15 (+4) Cha 13 (+3)

Adult Urulóki Level 12 Elite Soldier Large shadow magical beast (dragon) XP 1400 Initiative +8 Senses Perception +15; darkvision HP 246; Bloodied 123 AC 28; Fortitude 26; Reflex 25; Will 24 Resist 20 fire Saving Throws +2 Speed 8 Action Points 1

 Bite (standard; at-will) ✦ Fire 

Reach 2; +19 vs. AC; 2d6 + 5 damage plus 3d6 fire damage.

 Claw (standard; at-will)

Reach 2; +19vs. AC; 2d6 + 5 damage.

 Double Attack (standard; at-will)

The Urulóki makes two claw attacks.

 Breath Weapon (standard; recharge    ) ✦ Fire

Close blast 5; +15 vs. Reflex; 3d8 + 5 fire damage. Miss: Half damage.

 Bloodied Breath (free, when first bloodied; encounter) ✦ Fire

The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately. Alignment Evil Languages Common, Black speech Skills arcana +15; athletics + 17; bluff +14; insight +13; intimidate +14 Str 22 (+12) Dex 14 (+8) Wis 14 (+8) Con 19 (+10) Int 19 (+10) Cha 17 (+9)

Elder Urulóki Level 19 Elite Soldier Huge shadow magical beast (dragon) XP 4800 Initiative +12 Senses Perception +19; darkvision Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +22 vs. Will; the target takes a -2 penalty to attack rolls (save ends). HP 364; Bloodied 182 AC 35; Fortitude 33; Reflex 32; Will 31 Resist 25 fire Saving Throws +2 Speed 9 Action Points 1

 Bite (standard; at-will) ✦ Fire 

Reach 2; +26 vs. AC; 3d6 + 8 damage plus 4d6 fire damage.

 Claw (standard; at-will)

Reach 2; +26 vs. AC; 3d6 + 8 damage.

 Double Attack (standard; at-will)

The Urulóki makes two claw attacks.

 Torch foe (standard; recharge    ) ✦ Fire

Ranged 20; +24 vs. Reflex; 4d10 + 7 fire damage.

 Breath Weapon (standard; recharge    ) ✦ Fire

Close blast 5; +22 vs. Reflex; 4d8 + 7 fire damage. Miss: Half damage.

 Bloodied Breath (free, when first bloodied; encounter) ✦ Fire

The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately. Alignment Evil Languages Common, Black speech Skills arcana +20; athletics + 22; bluff +19; insight +17; intimidate +19 Str 25 (+17) Dex 16 (+12) Wis 16 (+12) Con 22 (+15) Int 22(+15) Cha 20 (+14)

Ancient Urulóki Level 27 Elite Soldier Gargantuan shadow magical beast (dragon) XP 22000 Initiative +12 Senses Perception +19; darkvision Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +30 vs. Will; the target takes a -2 penalty to attack rolls (save ends). HP 364; Bloodied 182 AC 35; Fortitude 33; Reflex 32; Will 31 Resist 30 fire Saving Throws +2 Speed 9 Action Points 1

 Bite (standard; at-will) ✦ Fire 

Reach 2; +34vs. AC; 3d8 + 9 damage plus 4d6 fire damage.

 Claw (standard; at-will)

Reach 2; +34 vs. AC; 3d8 + 9 damage.

 Double Attack (standard; at-will)

The Urulóki makes two claw attacks.

 Torch foe (standard; recharge    ) ✦ Fire

Ranged 20; +32 vs. Reflex; 5d10 + 9 fire damage.

 Breath Weapon (standard; recharge    ) ✦ Fire

Close blast 5; +30 vs. Reflex; 4d10 + 9 fire damage. Miss: Half damage.

 Bloodied Breath (free, when first bloodied; encounter) ✦ Fire

The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately. Alignment Evil Languages Common, Black speech Skills arcana +26; athletics + 28; bluff +26; insight +25; intimidate +25 Str 29 (+23) Dex 16 (+16) Wis 18 (+17) Con 26 (+21) Int 26 (+21) Cha 24 (+20)

Urulóki Fire-Drake Tactics

Urulóki begin combat by using their fiery breath, which they repeat as often as possible, and then spend an action point to make a double attack. In close combat, Urulóki fight aggressively with both tooth and claw.

Urulóki Fire-Drake Lore

A character knows the following with a successful skill check.

Arcana DC 15: The dragons were created by the fell sorcery of Morgoth. Fire-drakes are usually found in caves close to the surface of mountains.
Arcana DC 20: Urulóki fire-drakes can breathe fire but cannot fly. They are far more vicious than cold-drakes, fighting with both tooth and claw.

Winged Fire-Drake

Winged fire-drakes are the most terrible of dragons, possessing great, bat-like wings and fiery breath.

Winged Fire-Drake Tactics

Urulóki begin combat by using their fiery breath, which they repeat as often as possible, and then spend an action point to flyby attack. They then land and finish the fight with tooth and claw, using their flight to remain moving.

Young Dragon Level 7 Solo Controller Large shadow magical beast (dragon) XP 1500 Initiative +3 Senses Perception +8; darkvision Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +11 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). HP 320 Bloodied 160 AC 23; Fortitude 21; Reflex 19; Will 18 Resist 15 fire Saving Throws +5 Speed 7, fly 10 (hover), overland flight 15 Action Points 2

 Bite (standard; at-will) ✦ Fire 

Reach 2; +12 vs. AC; 2d6 + 5 damage plus 3d6 fire damage.

 Claw (standard; at-will)

Reach 2; +12 vs. AC; 2d6 + 5 damage.

 Double Attack (standard; at-will)

The Urulóki makes two claw attacks.

 Flyby Attack (standard; recharge    )

The dragon flies up to 10 squares and makes a bite attack during the move without provoking an attack of opportunity.

 Tail Strike (immediate reaction, when an enemy moves to a position where it flanks the dragon; at-will)

The dragon attacks the enemy with its tail; reach 2; +11 vs. Reflex; 2d6 + 5 damage, and the target is pushed 1 square.

 Breath Weapon (standard; recharge    ) ✦ Fire

Close blast 5; +9 vs. Reflex; 3d8 + 5 fire damage. Miss: Half damage.

 Bloodied Breath (free, when first bloodied; encounter) ✦ Fire

The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately. Alignment Evil Languages Common, Black speech Skills arcana +11; athletics + 13; bluff +10; insight +9; intimidate +10 Str 19 (+8) Dex 12 (+4) Wis 12 (+4) Con 16 (+6) Int 16 (+6) Cha 14 (+5)

Adult Dragon Level 15 Solo Controller Large shadow magical beast (dragon) XP 1500 Initiative +8 Senses Perception +16; darkvision Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +19 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). HP 592; Bloodied 296 AC 31; Fortitude 29; Reflex 27; Will 26 Resist 20 fire Saving Throws +5 Speed 8, fly 12 (hover), overland flight 15 Action Points 2

 Bite (standard; at-will) ✦ Fire 

Reach 2; +20 vs. AC; 2d8 + 7 damage plus 3d8 fire damage.

 Claw (standard; at-will)

Reach 2; +20 vs. AC; 2d8 + 7 damage.

 Double Attack (standard; at-will)

The Urulóki makes two claw attacks.

 Flyby Attack (standard; recharge    )

The dragon flies up to 12 squares and makes a bite attack during the move without provoking an attack of opportunity.

 Tail Strike (immediate reaction, when an enemy moves to a position where it flanks the dragon; at-will)

The dragon attacks the enemy with its tail; reach 2; +19 vs. Reflex; 2d8 + 7 damage, and the target is pushed 1 square.

 Breath Weapon (standard; recharge    ) ✦ Fire

Close blast 5; +19 vs. Reflex; 3d10 + 6 fire damage. Miss: Half damage.

 Bloodied Breath (free, when first bloodied; encounter) ✦ Fire

The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately. Alignment Evil Languages Common, Black speech Skills arcana +17; athletics + 19; bluff +16; insight +14; intimidate +16 Str 23 (+14) Dex 12 (+8) Wis 14 (+9) Con 20 (+12) Int 20 (+12) Cha 18 (+11)

Elder Dragon Level 22 Solo Controller Huge shadow magical beast (dragon) XP 1500 Initiative +12 Senses Perception +20; darkvision Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +26 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). HP 832; Bloodied 416 AC 38; Fortitude 36; Reflex 34; Will 33 Resist 25 fire Saving Throws +5 Speed 9, fly 12 (hover), overland flight 15 Action Points 2

 Bite (standard; at-will) ✦ Fire 

Reach 2; +27 vs. AC; 3d6 + 8 damage plus 4d6 fire damage.

 Claw (standard; at-will)

Reach 2; +27 vs. AC; 3d6 + 8 damage.

 Double Attack (standard; at-will)

The Urulóki makes two claw attacks.

 Flyby Attack (standard; recharge    )

The dragon flies up to 12 squares and makes a bite attack during the move without provoking an attack of opportunity.

 Tail Strike (immediate reaction, when an enemy moves to a position where it flanks the dragon; at-will)

The dragon attacks the enemy with its tail; reach 2; +26 vs. Reflex; 3d6 + 8 damage, and the target is pushed 1 square.

 Luring Glare (minor 1/round; at-will) ✦ Charm, Gaze

Ranged 10; +27 vs. Will; the target slides 3 squares.

 Immolate Foe (standard; recharge    ) ✦ Fire 

Close burst 2; +26 vs. Reflex; 4d8 + 8 fire damage and ongoing 10 fire damage (save ends).

 Breath Weapon (standard; recharge    ) ✦ Fire

Close blast 5; +26 vs. Reflex; 4d8 + 8 fire damage. Miss: Half damage.

 Bloodied Breath (free, when first bloodied; encounter) ✦ Fire

The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately. Alignment Evil Languages Common, Black speech Skills arcana +23; athletics + 25; bluff +22; insight +18; intimidate +22 Str 27 (+20) Dex 12 (+12) Wis 14 (+13) Con 24 (+18) Int 24 (+18) Cha 22 (+17)

Ancient Dragon Level 30 Solo Controller Huge shadow magical beast (dragon) XP 1500 Initiative +16 Senses Perception +25; darkvision Frightful Presence (fear) aura 5; when a creature first enters the aura the dragon makes an attack against it; +34 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). HP 1104; Bloodied 552 AC 46; Fortitude 44; Reflex 42; Will 41 Resist 40 fire Saving Throws +5 Speed 10, fly 12 (hover), overland flight 15 Action Points 2

 Bite (standard; at-will) ✦ Fire 

Reach 2; +35 vs. AC; 3d8 + 10 damage plus 5d8 fire damage.

 Claw (standard; at-will)

Reach 2; +35 vs. AC; 3d8 + 10 damage.

 Double Attack (standard; at-will)

The Urulóki makes two claw attacks.

 Flyby Attack (standard; recharge    )

The dragon flies up to 12 squares and makes a bite attack during the move without provoking an attack of opportunity.

 Tail Strike (immediate reaction, when an enemy moves to a position where it flanks the dragon; at-will)

The dragon attacks the enemy with its tail; reach 2; +34 vs. Reflex; 3d8 + 10 damage, and the target is pushed 1 square.

 Luring Glare (minor 1/round; at-will) ✦ Charm, Gaze

Ranged 10; +35 vs. Will; the target slides 3 squares.

 Immolate Foe (standard; recharge    ) ✦ Fire 

Close burst 2; +34 vs. Reflex; 4d10 + 9 fire damage and ongoing 10 fire damage (save ends).

 Breath Weapon (standard; recharge    ) ✦ Fire

Close blast 5; +34 vs. Reflex; 4d10 + 9 fire damage. Secondary Attack: +34 vs. Fortitude; the target’s fire resistance is negated until the end of the encounter. Miss: Half damage.

 Bloodied Breath (free, when first bloodied; encounter) ✦ Fire

The Urulóki’s breath weapon recharges, and the Urulóki uses it immediately. Alignment Evil Languages Common, Black speech Skills arcana +29; athletics + 31; bluff +30; insight +24; intimidate +28 Str 31 (+26) Dex 12 (+16) Wis 16 (+18) Con 28 (+24) Int 28 (+24) Cha 26 (+23)

Winged Fire-Drake Tactics

Urulóki begin combat by using their fiery breath, which they repeat as often as possible, and then spend an action point to flyby attack. They then land and finish the fight with tooth and claw, using their flight to remain moving.

Winged Fire-Drake LOre

A character knows the following with a successful skill check.

Arcana DC 15: The dragons were created by the fell sorcery of Morgoth. Fire-drakes are usually found in caves close to the surface of mountains.
Arcana DC 20: Winged fire-drakes can breathe fire and fly. The most powerful dragons can even strip away fire resistance from their foes with their breath.


Encounter Groups

Dragons are often found alongside orcs, trolls and Maiar demons, most of which are subservient to fire-drakes.

Level 3 Encounter (XP 750)

  • 2 Young Cold-Drakes (level 3 lurker)
  • 8 Goblin Warriors (level 3 minion soldier)
  • 5 Goblin Archers (level 2 minion artillery)

Level 5 Encounter (XP 1000)

  • 1 Young Urulóki (level 5 elite soldier)
  • 8 Wolf riders (level 5 minion skirmisher)
  • 2 Webspawn Spiders (level 5 lurker)

Level 9 Encounter (XP 2000)

  • 1 Young Dragon (level 7 solo controller)
  • 1 Adult Cold-Drake (level 9 lurker)

Level 9 Encounter (XP 2000)

  • 1 Adult Cold-Drake (level 9 lurker)
  • 1 Orc Captain (level 9 Soldier)
  • 8 Orc Warriors (level 9 minion soldier)
  • 3 Orc Savages (level 10 minion brute)

Level 12 Encounter (XP 3500)

  • 1 Adult Urulóki (level 12 elite soldier)
  • 8 Carn Dûm Archers (level 12 minion artillery)
  • 4 Warg Riders (level 12 minion skirmisher)

Level 17 Encounter (XP 8000)

  • 1 Adult Cold-Drake (level 17 lurker)
  • 1 Werewolf Hunter (level 17 skirmisher)
  • 1 Mordor Troll Chief (level 17 elite soldier)
  • 5 Uruk-Hai Scout Archers (level 17 minion artillery)

Ent

Ents are tree-herds; the guardians of the forest. They have the form of a tree but with humanoid faces; when they stand still they are indistinguishable from trees. Ents violently oppose those who would desecrate the forests they guard and hate axes and fire.

Willow Ent Level 12 Lurker Huge fey magical beast (plant) XP 700 Initiative +8 Senses Perception +15; low-light vision Grasping Roots aura 3; non-flying enemies treat the area within the aura as difficult terrain. HP 92; Bloodied 46 AC 26; Fortitude 25; Reflex 26; Will 24 Vulnerable fire (a Ent takes ongoing fire damage [save ends] when damaged by fire. Speed 8 (forest walk)

 Branch (standard; at-will) 

Reach 3; +17 vs. AC; 2d6 + 5 damage. The Ent deals an additional 1d6 damage if it has combat advantage against the target.

 Double Attack (standard; recharge    )

The Ent makes two melee basic attacks. Alignment Unaligned Languages Common, Sindarin, Entish Skills nature +15; stealth +17 Str 19(+10) Dex 22 (+12) Wis 19 (+10) Con 20 (+#11) Int 18 (+10) Cha 12 (+7)

Willow Ent Tactics

A willow Ent relies on its tree-like appearance to hide from foes until it is perfectly placed to make a surprise double attack. After its presence is revealed it will try to flank enemies.

Ash Ent Level 14 Soldier Huge fey magical beast (plant) XP 100 Initiative +6 Senses Perception +16; low-light vision Grasping Roots aura 3; non-flying enemies treat the area within the aura as difficult terrain. HP 124; Bloodied 62 AC 30; Fortitude 27; Reflex 25; Will 26 Vulnerable fire (a Ent takes ongoing fire damage [save ends] when damaged by fire. Speed 8 (forest walk)

 Branch (standard; at-will)

Reach 3; +21 vs. AC; 2d8 + 6 damage.

 Thunder Stomp (standard; recharge    )

Reach 3; +21 vs. AC; 3d10 + 6. Effect: Make a secondary attack. Secondary Attack: Area burst 2 centered on primary target; +17 vs. Reflex; 3d10 + 6 thunder damage. Alignment Unaligned Languages Common, Sindarin, Entish Skills nature +16; stealth +15 Str 23 (+13) Dex 18 (+10) Wis 20 (+11) Con 20 (+11) Int 16 (+9) Cha 15 (+8)

Ash Ent Tactics

An ash Ent relies on its tree-like appearance to hide from foes until it is perfectly placed to make a surprise thunder stomp attack. An ash Ent will use its grasping roots aura to hold enemies in position until it can use its thunder stomp again.

Oak Ent Level 18 Elite Brute Huge fey magical beast (plant) XP 4000 Initiative +14 Senses Perception +#; special Grasping Roots aura 3; non-flying enemies treat the area within the aura as difficult terrain. HP 444; Bloodied 222 AC 30; Fortitude 32; Reflex 30; Will 31 Vulnerable fire (a Ent takes ongoing fire damage [save ends] when damaged by fire. Saving Throws +2 Speed 8 (forest walk) Action Points 1

 Branch (standard; at-will) 

Reach 3; +21 vs. AC; 3d8 + 7 damage.

 Double Attack (standard; at-will)

The Ent makes two melee basic attacks.

 Sweeping Branches (standard; recharge when first bloodied)

Close burst 3; +17 vs. Reflex; 3d10 + 7 damage, and the target is knocked prone.

 Entangling Roots (immediate interrupt, when target moves within 3 squares; at-will)

Reach 3; +21 vs. Reflex; the target is knocked prone. Alignment Unaligned Languages Common, Sindarin, Entish Skills stealth +22, nature +23 Str 34 (+21) Dex 28 (+18) Wis 30 (+#19) Con 32 (+20) Int 16 (+12) Cha 15 (+11)

Oak Ent Tactics

An relies on its tree-like appearance to hide from foes until it is perfectly placed to make a surprise sweeping branches attack, pinning foes in place with its grasping roots aura and entangling roots power and following up with double attacks.

Ent Lore

A character knows the following information with a successful skill check.

Nature DC 20: Ents are tree-herds; guardians of the forest. An Ent will react aggressively to anyone who defiles its forest, though Ents do not usually act ‘hastily’ towards those that enter but do not defile their forests.
Nature DC 25: Ents are most commonly found in the forest of Fangorn; a forest in the north of Rohan which is rumoured to be filled with terrible spirits. There are also rumours of Ent-like creatures in the Shire.

Encounter Groups

Ents are always found in woodland areas alongside Huorns, but can also be found in the company of elves and Maiar

Level 13 Encounter (XP 4000)

  • 3 Willow Ent (level 12 lurker)
  • 1 Ash Ent (level 14 soldier)
  • 1 Huorn (level 13 controller)

Fell Beast

Fell beasts are monstrous, bat-winged dragon-like creatures that are used as mounts for the Nazgûl in the later parts of the War of the Ring.

Fell Beast Level 20 Brute Huge shadow magical beast (mount) XP 2800 Initiative +20 Senses Perception +15; darkvision Frightful Presence (fear) aura 5; when a creature first enters the aura the fell beast makes an attack against it; +30 vs. Will; the target takes a -2 penalty to attack rolls (save ends). HP 244; Bloodied 122 AC 32; Fortitude 34; Reflex 31; Will 21 Speed 4, fly 12 (hover), overland flight 15

 Claw (standard; at-will)

Reach 3; +23 vs. AC; 3d8 + 7 damage. If the target is medium-sized or smaller, make a secondary attack. Secondary Attack: +21 vs. Reflex; the target is grabbed.

 Flyby Attack (standard; recharge    )

The fell beast flies up to 12 squares and makes one melee basic attack at any point during its movement. The fell beast doesn’t provoke opportunity attacks while moving away from the target of the attack. Mounted Flyby (while mounted by a friendly rider of 20th level or higher; at-will) ✦ Mount When the fell beast makes a flyby attack, the rider can make a melee basic attack at any point during the fell beast’s movement. Improved Grab When the fell beast has a target in a grab, it can move that target as it moves (including flight) without making a strength check to do so. If it drops the target while in the air, the target falls. Alignment Evil Languages — Skills athletics +28 Str 26 (+23) Dex 20 (+20) Wis 10 (+10) Con 23 (+21) Int 6 (+8) Cha 8 (+9)

Fell Beast Tactics

Fell beasts use flyby attack as frequently as possible, grabbing foes with their talons and then flying them up to a great height before dropping them. A fell beast will otherwise hover above its foes’ heads and try to grab them from the air.

Fell Beast Lore

A character knows the following information with a successful skill check.

Arcana DC 20: Fell beasts are huge bat-like creatures that are used as mounts for the Nazgûl.
Arcana DC 25: Fell beasts were created by the sorcery of Melkor in the Pits of Utumno before even the dragons.

Encounter Groups

Fell beasts are used as powerful mounts for the Ringwraiths.

Level 20 Encounter (XP 16800)

  • 3 Fell Beast (level 20 brute)
  • 3 ringwraith (level 20 controller)

Level 20 Encounter (XP 14000)

  • 1 Fell Beast (level 20 brute)
  • 1 ringwraith (level 20 controller)
  • 1 Uruk-Hai Berserker (level 20 brute)
  • 8 Feral Uruk-Hai (level 20 minion brute)

Goblin

Goblins are the least of the orc breeds, but though they are weak, they are treacherous and cruel and love to inflict pain. Goblins breed quickly and live in the darkest, foulest places of the world.

Goblin Snaga Level 1 Minion Skirmisher Small shadow humanoid (orc) XP 25 Initiative +7 Senses Perception +5; darkvision HP 1; a missed attack never damages a minion. AC 15; Fortitude 13; Reflex 15; Will 11 Speed 6

 Short Sword (standard; at-will) ✦ Weapon

+6 vs. AC; 4 damage (5 damage if goblin Snaga has combat advantage). Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Black speech Skills stealth +8, thievery +8 Str 10 (+0) Dex 17 (+3) Wis 10 (+0) Con 14 (+2) Int 8 (-1) Cha 8 (-1) Equipment short sword, leather armor

Goblin Snaga Tactics

Goblin Snaga gang up on a single target, using goblin tactics to flank their foes. If it looks like they are losing, they are likely to flee.

Goblin Archer Level 2 Minion Artillery Small shadow humanoid (orc) XP 31 Initiative +7 Senses Perception +5; darkvision HP 1; a missed attack never damages a minion. AC 13; Fortitude 13; Reflex 15; Will 11 Speed 6

 Short Sword (standard; at-will) ✦ Weapon

+7 vs. AC; 4 damage.

 Shortbow (standard; at-will) ✦ Weapon

Ranged 15/30; +7 vs. AC; 4 damage. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Black speech Skills stealth +8, thievery +8 Str 10 (+0) Dex 17 (+3) Wis 10 (+0) Con 14 (+2) Int 8 (-1) Cha 8 (-1) Equipment short sword, shortbow, 20 arrows

Goblin Archer Tactics

Goblin archers are cowardly, and stay as far away from their foes as possible. They concentrate their fire on the closes target or on targets capable of making ranged attacks.

Goblin Warrior Level 3 Minion Soldier Small shadow humanoid (orc) XP 38 Initiative +8 Senses Perception +6; darkvision HP 1; a missed attack never damages a minion. AC 19; Fortitude 15; Reflex 17; Will 13 Speed 6

 Spear (standard; at-will) ✦ Weapon

Reach 2; +10 vs. AC; 4 damage.

 Javelin (standard; at-will) ✦ Weapon

Ranged 10/20; +8 vs. AC; 4 damage. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Shield Wall The goblin warrior gains a +2 bonus to AC while at least one ally is adjacent to it. Alignment Evil Languages Common, Black speech Skills stealth +9, thievery +9 Str 14 (+3) Dex 17 (+4) Wis 10 (+1) Con 14 (+3) Int 8 (+0) Cha 8 (+0) Equipment spear, 5 javelins, chainmail, shield

Goblin Warrior Tactics

Goblin warriors form a shield wall, using their spears to allow as many of their number to focus their attack on a single target as possible.

Goblin Scout Level 4 Minion Lurker Small shadow humanoid (orc) XP 25 Initiative +7 Senses Perception +5; darkvision HP 1; a missed attack never damages a minion. AC 18; Fortitude 16; Reflex 18; Will 14 Speed 6

 Dagger (standard; at-will) ✦ Weapon

+9 vs. AC; 4 damage (5 damage if goblin Snaga has combat advantage). Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Nimble Step (Move; at-will) The goblin scout shifts 3 squares. Alignment Evil Languages Common, Black speech Skills stealth +8, thievery +8 Str 10 (+0) Dex 17 (+3) Wis 10 (+0) Con 14 (+2) Int 8 (-1) Cha 8 (-1) Equipment dagger, leather armor

Goblin Scout Tactics

Goblin scouts hide and ambush their foes, using nimble step to set up flanking positions.

Wolf Rider Level 5 Minion Skirmisher Large shadow humanoid (orc) XP 25 Initiative +7 Senses Perception +5; darkvision HP 1; a missed attack never damages a minion. AC 19; Fortitude 17; Reflex 19; Will 14 Speed 10

 Spear (standard; at-will) ✦ Weapon

+10 vs. AC; 4 damage (5 damage and the target is knocked prone if the wolf rider makes a charge attack). Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Pack Tactics The wolf rider has combat advantage against a target that has one or more ally adjacent to it. Alignment Evil Languages Common, Black speech Skills stealth +11, thievery +11 Str 12 (+3) Dex 19 (+6) Wis 10 (+2) Con 16 (+5) Int 8 (+1) Cha 8 (+1) Equipment spear, leather armor

Wolf Rider Tactics

Goblin wolf riders charge fiercely at their foes, using the momentum of their mounts to knock their foes prone and taking advantage of numbers.

Goblin Lore

A character knows the following information with a successful skill check.

Arcana DC 15: Goblins are the smallest and weakest of the orc breeds, and they are also the most cowardly. Goblins use stealth and numbers to win fights.
Arcana DC 20: The orcs were elves once, but they were imprisoned by Melkor and twisted with dark sorcery to the extent that nothing of their elven blood remains.

Encounter Groups

Goblin raiding parties often have a troll in toe and sometimes lesser spiders.

Level 3 Encounter (XP 750)

  • 4 Goblin Snaga (level 1 minion skirmisher)
  • 4 Goblin Archers (level 2 minion artillery)
  • 4 Goblin Warriors (level 3 minion soldier)
  • 4 Goblin Scouts (level 4 minion lurker)
  • 4 Wolf Riders (level 5 minion skirmisher)






Great eagles are the fairest and noblest of the winged creatures of Middle Earth. Great eagles look almost identical to their smaller cousins except for their size and the sentient intellect in their eyes.

Great Eagle Level 15 Skirmisher Huge fey magical beast XP 1200 Initiative +15 Senses Perception +17; low-light vision HP 146; Bloodied 73 AC 29; Fortitude 27; Reflex 29; Will 27 Speed 4, fly 10, overland flight 15

 Claw (standard; at-will)

Reach 2; +20 vs. AC; 3d8 + 7 damage. If the target is medium-sized or smaller, make a secondary attack. Secondary Attack: +18 vs. Reflex; the target is grabbed.

 Flyby Attack (standard; recharge    )

The great eagle flies up to 12 squares and makes one melee basic attack at any point during its movement. The great eagle doesn’t provoke opportunity attacks while moving away from the target of the attack. Improved Grab When the great eagle has a target in a grab, it can move that target as it moves (including flight) without making a strength check to do so. If it drops the target while in the air, the target falls. Alignment Lawful Good Languages Common, Sindarin Skills nature +17 Str 20 (+12) Dex 23 (+13) Wis 20 (+12) Con 18 (+11) Int 18 (+11) Cha 15 (+9)

GREAT EAGLE TACTICS Great eagles make flyby attacks as often as possible, picking up foes in their talons and dropping them from a great height.

GREAT EAGLE LORE A character knows the following information with a successful skill check. Nature DC 15: Great eagles are enormous intelligent birds that make their eyries at the top of mountains. They have keen eyesight and hate the creatures of Melkor. Nature DC 20: The great eagles were conceived by Manwë Súlimo.

ENCOUNTER GROUPS Great eagles are renowned for intervening in great battles and turning the tide. They sometimes fight in flocks alongside the elves.

Level 15 Encounter (XP 6000)

	5 Great Eagles (level 15 skirmisher)
























Half-orcs are the offspring of the union of orcish and human blood, mixed by the sorcery of Saruman.

Half-Orc Savage Level 16 Brute Medium shadow humanoid XP 1400 Initiative +13 Senses Perception +10; low-light vision HP 191; Bloodied 95 AC 28; Fortitude 30; Reflex 28; Will 25 Speed 6 (8 while charging)

 Battleaxe (standard; at-will) ✦ Weapon 

+19 vs. AC; 2d12 + 7 damage.

 Savage Strike (standard; at-will) ✦ Weapon

+19 vs. AC; 4d12 + 7 damage. Furious Assault (free, when the half-orc savage hits an enemy with an attack; encounter) The half orc savage deals an extra 2d12 damage to the target. Half-Orc Resilience (free, when the half orc is first bloodied; encounter) The half-orc savage gains 10 temporary hit points. Alignment Chaotic Evil Languages Common, Black speech Skills athletics +20, endurance +18, nature +15 Str 24 (+15) Dex 20 (+13) Wis 14 (+10) Con 21 (+13) Int 10 (+8) Cha 8 (-7) Equipment battleaxe, hide armor

HALF-ORC SAVAGE TACTICS The half-orc savage throws itself into combat with wild abandon, caring little for its own safety.

HALF-ORC LORE A character knows the following information with a successful skill check. Arcana DC 15: Half-orcs are savage hybrids of orcish and human blood, possessing human intellect and orcish resilience. The half orcs were created by Saruman’s magic from Uruk-Hai and Dunlendings.





Half-Orc Raider Level 18 Skirmisher Medium shadow humanoid XP 1600 Initiative +13 Senses Perception +10; low-light vision HP 191; Bloodied 95 AC 28; Fortitude 30; Reflex 28; Will 25 Speed 6 (8 while charging)

 Spear (standard; at-will) ✦ Weapon 

+23 vs. AC; 2d8 + 7 damage.

 Javelin (standard; at-will) ✦ Weapon

Ranged 10/20 +23 vs. AC; 3d6 + 7 damage. Furious Assault (free, when the half-orc savage hits an enemy with an attack; encounter) The half orc raider deals an extra 2d8 damage to the target. Half-Orc Resilience (free, when the half orc is first bloodied; encounter) The half-orc raider gains 10 temporary hit points. Skirmish If, on its turn, the half-orc ends its move at least 4 squares from its starting point, it deals an extra 1d8 damage on its attacks. Alignment Chaotic Evil Languages Common, Black speech Skills athletics +22, endurance +20, nature +17 Str 19 (+13) Dex 26 (+17) Wis 17 (+12) Con 22 (+15) Int 13 (+10) Cha 8 (-8) Equipment spear, 5 javelins, hide armor

HALF-ORC RAIDER TACTICS The half-orc raider keeps moving, taking advantage of skirmish and using javelins to weaken its foes before charging.

ENCOUNTER GROUPS Half-orcs are commonly found with Dunlending raiding parties, but also with Uruk-Hai of the White Hand.

Level 18 Encounter (XP 10000)

	1 Half-Orc Raider (level 18 skirmisher)
	1 Uruk-Hai Scout Captain (level 18 soldier)
	4 Dunlending Warriors (level 18 minion soldier)
	8 Uruk-Hai Scout Warriors (level 18 minion soldier)


Humans from all over Eä—from Harad and the East to Númenor to the west of Middle Earth—have been corrupted by the influence of Morgoth and Sauron.

Haradrim Archer Level 6 Minion Artillery Medium natural humanoid XP 63 Initiative +7 Senses Perception +4 HP 1; a missed attack never damages a minion. AC 18; Fortitude 17; Reflex 20; Will 16 Speed 6

 Scimitar (standard; at-will) ✦ Weapon 

+13 vs. AC; 4 damage.

 Longbow (standard; at-will) ✦ Weapon, Poison

Ranged 20/40; +13 vs. AC; 6 poison damage. Alignment Evil Languages Common, Haradaic Skills endurance +10, stealth +12 Str 12 (+4) Dex 19 (+7) Wis 12 (+4) Con 14 (+5) Int 11 (+3) Cha 10 (+3) Equipment scimitar, longbow, 20 arrows

HARADRIM ARCHER TACTICS Haradrim archers remain far away from their foes, using their longbows.

Easterling Warrior Level 8 Minion Soldier Medium natural humanoid XP 88 Initiative +7 Senses Perception +6 HP 1; a missed attack never damages a minion. AC 24; Fortitude 22; Reflex 20; Will 18 Speed 6

 Longspear (standard; at-will) ✦ Weapon 

Reach 2; +15 vs. AC; 6 damage. Phalanx Soldier The Easterling warrior gains a +2 bonus to AC while at least one ally is adjacent to it. Alignment Evil Languages Common, Logathig Skills athletics +14, endurance +13 Str 20 (+9) Dex 16 (+7) Wis 14 (+6) Con 18 (+8) Int 11 (+4) Cha 10 (+4) Equipment longspear, scale mail, shield



EASTERLING WARRIOR TACTICS Easterling warriors form a tight, shield-wall formation that allows a many of them to attack with their shields as possible.

Easterling Cataphract Level 9 Minion Skirmisher Large natural humanoid XP 125 Initiative +7 Senses Perception +6 HP 1; a missed attack never damages a minion. AC 25; Fortitude 23; Reflex 21; Will 19 Speed 8

 Lance (standard; at-will) ✦ Weapon 

Reach 2; +15 vs. AC; 6 damage (8 damage and the target is knocked prone when the Easterling Cataphract charges). Heavy Cavalry The Easterling Cataphract gains combat advantage against any enemy of medium-size or smaller when making a charge attack against the target. Alignment Evil Languages Common, Logathig Skills athletics +14, endurance + 13 Str 20 (+9) Dex 16 (+7) Wis 14 (+6) Con 18 (+8) Int 11 (+4) Cha 10 (+4) Equipment lance, scale mail, shield

EASTERLING CATAPHRACT TACTICS Easterling cataphracts charge their foes headlong, bearing their foes to the ground with the force of their mount’s momentum.

HUMAN LORE A character knows the following information with a successful skill check. History DC 15: There are many different human peoples, many of which have been corrupted to the service of the darkness. Sauron’s influence is the widest in the east of Middle Earth, with many of the Easterlings and Haradrim under his sway. History DC 20: At the end of the Second Age of the Sun, Sauron spread his influence over the men of Númenor to the west of Middle Earth, and many fell to his influence. In the Third Age of the Sun, Sauron’s servant the Witch King of Angmar spread his influence over the men of Carn Dûm. Easterling Captain Level 9 Soldier (Leader) Medium natural humanoid XP 400 Initiative +7 Senses Perception +6 HP 98; Bloodied 49 AC 25; Fortitude 23; Reflex 21; Will 20 Speed 6

 Scimitar (standard; at-will) ✦ Weapon 

+16 vs. AC; 2d8 + 5 damage (crit 1d8 + 21).

 Redeployment (minor; recharge    ) 

Close burst 5; allies in the burst shift 3 squares. Lead From the Front When the Easterling captain hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the Easterling captain’s next turn. Phalanx Soldier The Easterling warrior gains a +2 bonus to AC while at least one ally is adjacent to it. Alignment Evil Languages Common, Logathig Skills athletics +14, endurance +13 Str 20 (+9) Dex 16 (+7) Wis 14 (+6) Con 18 (+8) Int 15 (+6) Cha 12 (+5) Equipment scimitar, scale mail, shield

EASTERLING CAPTAIN TACTICS The Easterling Captain forms the centre of an Easterling Warrior phalanx in order to benefit from phalanx soldier. The captain uses lead from the front to improve the effectiveness of his soldiers and uses redeployment to set up a flank against his foes.


Human Hedge-Witch Level 10 Artillery Medium natural humanoid XP 500 Initiative +8 Senses Perception +7 HP 74; Bloodied 37 AC 22; Fortitude 18; Reflex 24; Will 22 Speed 6

 Quarterstaff (standard; at-will) ✦ Weapon 

+17 vs. AC; 1d8 + 5 damage.

 Sorcerous Blast (standard; at-will) ✦ Necrotic

Ranged 20; +15 vs. Reflex; 2d6 + 5 necrotic damage.

 Chain Lightning (standard; encounter) ✦ Lightning

The hedge-witch makes a separate attack against 3 different targets; Ranged 10; +13 vs. Reflex; 3d8 + 5 lightning damage.

 Burning Spray (standard; encounter) ✦ Fire

Close blast 3; +13 vs. Reflex; 3d8 + 5 fire damage. Alignment Evil Languages Common, Skills arcana +15, bluff +14 Str 12 (+6) Dex 16 (+8) Wis 14 (+7) Con 14 (+7) Int 21 (+10) Cha 18 (+9) Equipment quarterstaff

HUMAN HEDGE WITCH TACTICS The human hedge witch prefers to fight at range, using burning spray if its foes get too close.

Carn Dûm Archer Level 12 Minion Artillery Medium natural humanoid XP 140 Initiative +12 Senses Perception +8 HP 1; a missed attack never damages a minion. AC 24; Fortitude 23; Reflex 26; Will 22 Speed 6

 Longsword (standard; at-will) ✦ Weapon 

+19 vs. AC; 8 damage.

 Longbow (standard; at-will) ✦ Weapon

Ranged 20/40; +19 vs. AC; 8 damage. Minion of Wraiths The Carn Dûm archer gains a +2 bonus to attack rolls while at least one allied undead creature is within 5 squares of it. Alignment Evil Languages Common Skills nature +17, stealth +17 Str 12 (+7) Dex 22 (+12) Str 12 (+7) Con 16 (+9) Int 11 (+6) Con 16 (+9) Equipment longsword, longbow, 20 arrows CARN DÛM ARCHER TACTICS Haradrim archers remain far away from their foes, using their longbows.

Carn Dûm Warrior Level 14 Minion Soldier Medium natural humanoid XP 200 Initiative +12 Senses Perception +10 HP 1; a missed attack never damages a minion. AC 30; Fortitude 28; Reflex 26; Will 24 Speed 6

 Longspear (standard; at-will) ✦ Weapon 

Reach 2; +21 vs. AC; 9 damage. Minion of Wraiths The Carn Dûm warrior gains a +2 bonus to attack rolls while at least one allied undead creature is within 5 squares of it. Alignment Evil Languages Common Skills nature +15, stealth +17 Str 23 (+14) Dex 20 (+12) Wis 16 (+10) Con 20 (+12) Int 11 (+7) Cha 10 (+7) Equipment longspear, scale mail, shield

CARN DÛM WARRIOR TACTICS Carn Dûm warriors group together around a powerful undead creature in order to take advantage of minion of wraiths.

Carn Dûm Outrider Level 15 Minion Skirmisher Large natural humanoid XP 240 Initiative +12 Senses Perception +10 HP 1; a missed attack never damages a minion. AC 29; Fortitude 29; Reflex 27; Will 25 Speed 10

 Spear (standard; at-will) ✦ Weapon 

+20 vs. AC; 9 damage (11 damage and the target is knocked prone when the Carn Dûm outrider charges). Minion of Wraiths The Carn Dûm outrider gains a +2 bonus to attack rolls while at least one allied undead creature is within 5 squares of it. Alignment Evil Languages Common, Logathig Skills athletics +19, nature +15 Str 23 (+14) Dex 20 (+12) Wis 16 (+10) Con 20 (+12) Int 11 (+7) Cha 10 (+7) Equipment spear, scale mail, shield


CARN DÛM OUTRIDER TACTICS Carn Dûm outriders are often lead into battle by a fast undead creature, and charge headlong at their foes.

Dunlending Hunter Level 17 Minion Artillery Medium natural humanoid XP 320 Initiative +15 Senses Perception +16 HP 1; a missed attack never damages a minion. AC 29; Fortitude 29; Reflex 31; Will 27 Speed 6

 Longsword (standard; at-will) ✦ Weapon 

+24 vs. AC; 10 damage.

 Longbow (standard; at-will) ✦ Weapon

Ranged 20/40; +24 vs. AC; 10 damage. For Vengeance The Dunlending hunter gains a +2 bonus attack rolls to damage on its first turn. Alignment Unaligned Languages Common Skills nature +16, stealth +20 Str 18 (+12) Dex 24 (+15) Wis 16 (+11) Con 20 (+13) Int 11 (+8) Cha 10 (+8) Equipment longsword, longbow, 20 arrows

DUNLENDING HUNTER TACTICS Dunlending hunters remain at range and use their bows, but will fight in melee if engaged close up.

Dunlending Warrior Level 18 Minion Soldier Medium natural humanoid XP 400 Initiative +15 Senses Perception +18 HP 1; a missed attack never damages a minion. AC 34; Fortitude 32; Reflex 30; Will 26 Speed 6

 Spear (standard; at-will) ✦ Weapon 

+21 vs. AC; 10 damage. For Vengeance The Dunlending hunter gains a +2 bonus attack rolls to damage on its first turn. Alignment Unaligned Languages Common Skills nature +18, stealth +20 Str 25 (+16) Dex 22 (+15) Wis 18 (+13) Con 22 (+15) Int 11 (+9) Cha 10 (+9) Equipment spear, hide armor, shield


DUNLENDING WARRIOR TACTICS Dunlending warriors are aggressive and fearless in battle; they are often motivated by vengeance and will fight to the death.

Dunlending Scout Level 19 Minion Lurker Medium natural humanoid XP 480 Initiative +19 Senses Perception +18 HP 1; a missed attack never damages a minion. AC 32; Fortitude 32; Reflex 31; Will 29 Speed 6

 Spear (standard; at-will) ✦ Weapon 

+24 vs. AC; 11 damage (14 damage if the scout has combat advantage). For Vengeance The Dunlending hunter gains a +2 bonus attack rolls to damage on its first turn. Alignment Unaligned Languages Common Skills nature +18, stealth +20 Str 25 (+16) Dex 22 (+15) Wis 18 (+13) Con 22 (+15) Int 11 (+9) Cha 10 (+9) Equipment spear, hide armor, shield

DUNLENDING SCOUT TACTICS Dunlending scouts spend the first round hiding, revealing themselves to ambush their foes and flanking where possible.





Dunlending Chieftain Level 20 Brute (Leader) Medium natural humanoid XP 700 Initiative +16 Senses Perception +19 HP 233; Bloodied 116 AC 32; Fortitude 34; Reflex 32; Will 30 Speed 6

 Longsword (standard; at-will) ✦ Weapon 

+23 vs. AC; 3d8 + 7 damage. Savage Strike (free, when the Dunlending Chieftain hits with an attack; recharge ) The Dunlending chieftain deals an additional 2d8 damage with the triggering attack. Lead From the Front When the Dunlending chieftain hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the Dunlending chieftain’s next turn. For Vengeance The Dunlending hunter gains a +2 bonus attack rolls to damage on its first turn. Alignment Unaligned Languages Common Skills nature +19, stealth +21 Str 26 (+18) Dex 23 (+16) Wis 19 (+14) Con 23 (+16) Int 11 (+10) Cha 10 (+10) Equipment longsword, hide amour, shield

DUNLENDING CHIEFTAIN TACTICS The Dunlending chieftain hurls itself into the fray, using savage strike as often as possible and granting allies the benefits of lead from the front.

Black Númenorean Archer Level 22 Minion Artillery Medium natural humanoid XP 830 Initiative +29 Senses Perception +16 HP 1; a missed attack never damages a minion. AC 34; Fortitude 34; Reflex 36; Will 32 Speed 6

 Longsword (standard; at-will) ✦ Weapon 

+29 vs. AC; 13 damage.

 Longbow (standard; at-will) ✦ Weapon

Ranged 20/40; +29 vs. AC; 13 damage. Alignment Evil Languages Common, Adûnaic Skills arcana +16, athletics +23, endurance +22 Str 22 (+17) Dex 27 (+19) Wis 20 (+16) Con 24 (+18) Int 11 (+11) Cha 10 (11) Equipment longsword, longbow, 20 arrows

Black Númenorean Warrior Level 23 Minion Soldier Medium natural humanoid XP 1275 Initiative +18 Senses Perception +16 HP 1; a missed attack never damages a minion. AC 39; Fortitude 37; Reflex 35; Will 33 Speed 6

 Longspear (standard; at-will) ✦ Weapon 

Reach 2; +21 vs. AC; 13 damage. Phalanx Soldier The black Númenorean warrior gains a +2 bonus to AC while at least one ally is adjacent to it. Alignment Evil Languages Common, Adûnaic Skills arcana +16, athletics +23, endurance +22 Str 27 (+19) Dex 24 (+18) Wis 20 (+16) Con 24 (+18) Int 11 (+11) Cha 10 (+11) Equipment longspear, Plate armor, shield

BLACK NÚMENOREAN WARRIOR TACTICS Black Númenorean warriors form a tight, shield-wall formation that allows a many of them to attack with their shields as possible.

Black Númenorean Rider Level 24 Minion Skirmisher Large natural humanoid XP 1210 Initiative +19 Senses Perception +17 HP 1; a missed attack never damages a minion. AC 38; Fortitude 38; Reflex 36; Will 34 Speed 10

 Spear (standard; at-will) ✦ Weapon 

+29 vs. AC; 13 damage (16 damage and the target is knocked prone when the black Númenorean Rider charges). Heavy Cavalry The black Númenorean Rider gains combat advantage against any enemy of medium-size or smaller when making a charge attack against the target. Alignment Evil Languages Common, Adûnaic Skills arcana +17, athletics +26, endurance +24 Str 28 (+21) Dex 25 (+19) Wis 21 (+17) Con 25 (+19) Int 11 (+12) Cha 10 (+12) Equipment lance, plate armor, shield


BLACK NÚMENOREAN RIDER TACTICS Black Númenorean riders charge their foes headlong, bearing their foes to the ground with the force of their mount’s momentum.

Human Warlock Level 24 Controller Medium natural humanoid XP 6050 Initiative +8 Senses Perception +7 HP 220; Bloodied 110 AC 38; Fortitude 32; Reflex 38; Will 36 Speed 6

 Quarterstaff (standard; at-will) ✦ Weapon 

+29 vs. AC; 1d8 + 8 damage.

 Sorcerous Blast (standard; at-will) ✦ Necrotic

Ranged 20; +28 vs. Reflex; 4d6 + 8 necrotic damage.

 Balefire (standard; encounter) ✦ Necrotic

Area burst 2 within 10; +26 vs. Reflex; 4d8 + 7 necrotic damage, and the target is weakened until the start of the warlock’s next turn.

 Burning Spray (standard; encounter) ✦ Fire

Close blast 3; +26 vs. Reflex; 4d12 + 7 fire damage. Alignment Evil Languages Common, Adûnaic Skills arcana +26, endurance +22 Str 12 (+13) Dex 16 (+15) Wis 14 (+14) Con 20 (+17) Int 28 (+21) Cha 25 (+19) Equipment quarterstaff

HUMAN WARLOCK TACTICS The human warlock witch prefers to fight at range, using burning spray if its foes get too close.

ENCOUNTER GROUPS Humans that have succumbed to the power of the darkness are frequently found in the company of orcs and other fell creatures.

Level 8 Encounter (XP 1750)

	8 Easterling Warriors (level 8 minion soldier)
	4 Haradrim Archers (level 6 minion artillery)
	4 Easterling Cataphracts (level 9 minion skirmisher)
	1 Easterling Captain (level 9 soldier)

Level 14 Encounter (XP 16800)

	16 Carn Dûm Warriors (level 14 minion soldier)
	5 Orc Trackers (level 14 minion lurker)
	1 Mordor Troll (level 13 soldier)

Huorns are trees that have become sentient, or “Entish”, or alternatively ents that have become tree-ish. Huorns can be malevolent, attacking intruders into their forests without warning.

Huorn Level 13 Controller Huge fey magical beast (plant) XP 800 Initiative +10 Senses Perception +17; low-light vision Grasping Roots aura 3; non-flying enemies treat the area within the aura as difficult terrain. HP 131; Bloodied 65 AC 27; Fortitude 25; Reflex 25; Will 27 Vulnerable fire (a Huorn takes ongoing fire damage [save ends] when damaged by fire. Speed 4

 Branch (standard; at-will)

Reach 3; +18 vs. AC; 1d10 + 6 damage.

 Sweeping Branches (standard; encounter)

Close burst 3; the huorn makes a branch attack against each enemy in the burst.

 Luring Song (move; at-will) ✦ Charm

Range 10; +17 vs. Will; the target slides a number of squares equal to its speed.

 Enchanting Song (standard; encounter) ✦ Charm, Sleep

Range 5; +17 vs. Will; the target becomes slowed (save ends). If the target fails its first saving throw against this effect, it becomes unconscious (save ends both). Subtle Magic If the Huorn uses a ranged power while hidden, it can make a stealth check to remain hidden. Alignment Unaligned Languages Common, Sindarin, Entish Skills stealth, +15, nature +17 Str 16 (+9) Dex 19 (+10) Wis 22 (+12) Con 19 (+10) Int 15 (+8) Cha 10 (+6)

HUORN TACTICS Huorns remain stationary, relying on its tree-like appearance to stay hidden, using its luring song to position enemies and enchanting song to put an enemy to sleep. When its foes are close enough, it reveals itself with sweeping branches.


HUORN LORE A character knows the following information with a successful skill check. Nature DC 20: Huorns are trees that have gained some sentience. They are fiercely territorial and are likely to act aggressively against intruders—they are much more “hasty” than ents in that regard. When undisturbed, however, Huorns will remain unmoving. Nature DC 25: Huorns are most commonly found in the forest of Fangorn; a forest in the north of Rohan which is rumoured to be filled with terrible spirits. There are also rumours of Ent-like creatures in the Shire. Huorns often converse inaudibly in Entish.

ENCOUNTER GROUPS Huorns are usually found with ents, but they can also be found with elves and Maiar.

Level 13 Encounter (XP 4000)

	3 Willow Ent (level 12 lurker)
	1 Ash Ent (level 14 soldier)
	1 Huorn (level 13 controller)





The Mearas are the princes of horses, descended directly from Nahar, the father of horses. Mearas are white and silver-grey, as fleet as the wind and tireless.

Meara Level 15 Skirmisher Large fey magical beast (mount) XP 1200 Initiative +15 Senses Perception +17; low-light vision HP 128; Bloodied 64 AC 29; Fortitude 27; Reflex 29; Will 27 Speed 12, overland 15

 Kick (standard; at-will)

+20 vs. AC; 1d10 + 6 damage.

 Trample (standard; at-will)

The Meara can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the Meara must end its move in an unoccupied space. When it enters an enemy’s space, the Meara makes a trample attack; +18 vs. Reflex; 1d10 + 6 damage, and the target is knocked prone. Charger (while mounted by a friendly rider of 15th level or higher; at-will) ✦ Mount On charge attacks, a Meara’s rider deals an extra 2d6 damage. Light Footing The Meara ignores difficult terrain. Alignment Good Languages — Skills Endurance +17 Str 20 (+12) Dex 23 (+13) Wis 20 (+12) Con 20 (+12) Int 12 (+1) Cha 15 (+9)

MEARA TACTICS Mearas charge fearlessly into battle, trampling foes and taking advantage of difficult terrain. Mearas are likely to react violently to anyone attempting to ride them; it requires a DC 31 nature check to calm an angry Meara.

MEARA LORE A character knows the following information with a successful skill check. Nature DC 20: Mearas are horses descended from Nahar, the father of horses. They are revered in Rohan, where they are considered the princes of horses. Mearas are likely to react violently when mounted.


ENCOUNTER GROUPS Mearas are most commonly found being used as mounts by skilled mounted warriors.

Level 14 Encounter (XP 5000)

	2 Meara (level 15 skirmisher)
	2 Huorn (level 13 controller)
	1 Ash Ent (level 14 soldier)












Mewlips are evil, cannibalistic undead creatures that dwell in swamps and attack travellers.

Mewlip Level 5 Minion Skirmisher Medium shadow humanoid (undead) XP 50 Initiative +8 Senses Perception +7; darkvision HP 1; a missed attack never damages a minion. AC 19; Fortitude 17; Reflex 19; Will 15 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant, 5 fire Speed 8 (swamp walk)

 Claws (standard; at-will) 

+10 vs. AC; 5 damage, and the target is slowed (save ends). Alignment Chaotic evil Languages Common, black speech Skills nature +7, stealth +11 Str 14 (+4) Dex 18 (+6) Wis 11 (+2) Con 15 (+4) Int 10 (+2) Cha 8 (+1)

MEWLIP TACTICS Mewlips hide in marshes and ambush foes, taking advantage of swamp walk to outflank foes.

Mewlip Savage Level 8 Brute Medium shadow humanoid (undead) XP 350 Initiative +8 Senses Perception +10; darkvision HP 107; Bloodied 53 AC 20; Fortitude 20; Reflex 22; Will 18 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant, 5 fire Speed 8 (swamp walk)

 Claws (standard; at-will)

+10 vs. AC; 2d8 + 5 damage, and the target is slowed (save ends).

 Festering Bite (standard; encounter) ✦ Necrotic

+8 vs. Fortitude; 3d10 + 5 damage, and the target takes ongoing 5 necrotic damage (save ends). Alignment Chaotic evil Languages Common, black speech Skills nature +10, stealth +13 Str 16 (+7) Dex 20 (+8) Wis 13 (+5) Con 17 (+7) Int 10 (+4) Cha 8 (+3)


MEWLIP SAVAGE TACTICS Mewlip savages hide in marshes and ambush foes, using festering bite to weaken foes. Mewlip savages are vicious and relentless, and will usually fight to the death.

MEWLIP LORE A character knows the following information with a successful skill check. Arcana DC 20: Mewlips are fell, cannibalistic undead creatures dwell in the swamps and marshes of Middle Earth, accosting travellers and hoarding wealth.

ENCOUNTER GROUPS Mewlips are usually encountered in large groups but are also encountered with other undead, most commonly spectres.

Level 9 Encounter (XP 2000)

	2 Mewlip Savage (level 8 brute)
	18 Mewlips (level 5 minion skirmisher)
	4 Orc Warriors (level 9 minion soldier)




Mordor flies are fell insects that are native to Mordor. Individually, they are not much of a threat, but in massive swarms they can bring an adventurer down.

Mordor Fly Swarm Level 8 Skirmisher Medium shadow beast (swarm) XP 350 Initiative +# Senses Perception +#; special Swarm Attack aura 1; the Mordor fly swarm makes a basic attack as a free action against each enemy that begins its turn in the aura. HP 89; Bloodied 44 AC 22; Fortitude 20; Reflex 22; Will 17 Speed fly 8 (hover)

 Sting (standard; at-will) ✦ Necrotic 

+12 vs. Reflex; 1d8 + 5 damage, and ongoing 5 necrotic damage (save ends).

 Swarm Attack (standard; at-will) ✦ Necrotic

Close burst 1; the Mordor fly swarm makes a melee basic attack against each enemy in the burst (including its space). Alignment Unaligned Languages — Str 16 (+7) Dex 20 (+9) Wis 10 (+4) Con 17 (+7) Int s (-1) Cha 8 (+3)

MORDOR FLY SWARM TACTICS Mordor flies emerge from dark gaps in crags to

catch pray by surprise.

MORDOR FLY LORE A character knows the following information with a successful skill check. Arcana DC 20: Mordor flies are fell insects corrupted by the dark magic of Mordor. They are dangerous in large swarms, and their stings can infect their pray with dark magic.

ENCOUNTER GROUPS Mordor flies are usually found in Mordor or just outside the borders, usually with groups of orcs.

Level 8 Encounter (XP 1750)

	1 Mordor Fly Swarm (level 8 skirmisher)
	1 Orc Captain (level 9 soldier)
	8 Orc Archers (level 7 minion artillery)
	4 Orc Warriors (level 9 minion soldier) 






Mûmakil are massive, elephant-like creatures that the Haradrim use as mounts for large groups of archers.

Mûmak of Harad Level 14 Elite Brute Gargantuan natural beast (mount) XP 1400 Initiative +7 Senses Perception +10 Panic Mount (Fear) aura 5; when a mounted natural beast first enters the aura, the rider must pass a DC 26 nature check of the mount becomes immobilized (save ends). HP 340; Bloodied 170 AC 26; Fortitude 29; Reflex 20; Will 23 Saving Throws +2 Speed 10 Action Points 1

 Tusk Slam (standard; at-will) 

Reach 4; +17 vs. AC; 2d8 + 6 damage.

 Stamp (standard; at-will)

Reach 2; +17 vs. AC; 2d8 + 6 damage and the target is knocked prone.

 Tusk Sweep (standard; at-will)

Close blast 4; the Mûmak makes a basic melee attack against each creature in the burst. On a hit, each target is knocked prone. Trampling Charge When charging, the Mûmak can move through the space of one or more large or smaller creatures, and make a stamp attack against each of those creatures. The Mûmak can make a tusk sweep attack in place of the rider’s basic melee attack at the end of the movement. Rider The rider must stand at the front of the Mûmak’s howdah. A ridden Mûmak moves as a vehicle (Adventurers Vault p14). Howdah In addition to the rider, the Mûmak’s howdah can accommodate a crew of 12. The crew (including the driver) is considered to be 6 squares above the ground. Out of Control An out-of control Mûmak moves at full speed directly forward. A member of the crew can use a move action to take the reins. Alignment Unaligned Languages — Str 23 (+13) Dex 10 (+7) Wis 16 (+10) Con 20 (+12) Int 2 (+3) Cha 10 (+7)


MÛMAK TACTICS Mûmakil charge headlong at their foes and trample them underfoot. The archers in the howdah focus their fire to either side of the Mûmak, shooting enemies missed by the Mûmak.

MÛMAK LORE A character knows the following information with a successful skill check. Nature DC 20: Mûmakil are massive, elephant-like creatures that are native to Harad. The Haradrim use Mûmakil as mounts for large groups of archers. A Mûmak is almost like a massive war machine, causing devastation as it tramples over the rider’s foes.

ENCOUNTER GROUPS Mûmakil are usually found as part of Haradrim and Easterling war-bands, and are always mounted by a 13-strong Haradrim crew.

Level 13 Encounter (XP 4000)

	2 Mûmak’s of Harad (level 14 elite brute)
	20 Haradrim Archers (level 6 minion artillery) 














Orcs are the foul foot-soldiers of Sauron, but they were once elves that were twisted and mutated by the dark sorcery of Morgoth. Morannon Orcs are of the same breed but are hardier and more disciplined.

Orc Snaga Level 6 Minion Lurker Medium shadow humanoid (orc) XP 63 Initiative +6 Senses Perception +3; darkvision HP 1; a missed attack never damages a minion. AC 20; Fortitude 19; Reflex 18; Will 15 Speed 6

 Short Sword (standard; at-will) ✦ Weapon

+11 vs. AC; 5 damage (6 damage if the orc Snaga has combat advantage. Mob Rule The orc Snaga deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills endurance +11, stealth +11 Str 19 (+7) Dex 16 (+6) Wis 10 (+3) Con 17 (+6) Int 8 (+2) Cha 8 (+2) Equipment short sword

ORC SNAGA TACTICS Orc Snaga hide and ambush foes, swarming around them to benefit from mob rule.


Orc Archer Level 7 Minion Artillery Medium shadow humanoid (orc) XP 75 Initiative +7 Senses Perception +5; darkvision HP 1; a missed attack never damages a minion. AC 18; Fortitude 18; Reflex 19 ; Will 15 Speed 6

 Short Sword (standard; at-will) ✦ Weapon

+14 vs. AC; 5 damage.

 Shortbow (standard; at-will) ✦ Weapon

Ranged 15/30; +14 vs. AC; 6 damage. Mob Rule The orc archer deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills endurance +11, stealth +12 Str 16 (+6) Dex 19 (+7) Wis 10 (+3) Con 17 (+6) Int 8 (+2) Cha 8 (+2) Equipment short sword, shortbow, 20 arrows

ORC ARCHER TACTICS Orc archers are cowardly even by orc standards. They prefer to fire at foes that have two or more allies adjacent to benefit from mob rule, even if they risk hitting an ally.


Orc Raider Level 8 Minion Skirmisher Medium shadow humanoid (orc) XP 88 Initiative +11 Senses Perception +4; darkvision HP 1; a missed attack never damages a minion. AC 22; Fortitude 21; Reflex 21 ; Will 16 Speed 7

 Short Sword (standard; at-will) ✦ Weapon

+13 vs. AC; 6 damage.

 Handaxe (standard; at-will) ✦ Weapon

Ranged 5/10; +13 vs. AC; 7 damage. Mob Rule The orc raider deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills endurance +13, stealth +14 Str 20 (+9) Dex 20 (+9) Wis 10 (+4) Con 18 (+8) Int 8 (+3) Cha 8 (+3) Equipment short sword, 5 handaxes, hide armor

ORC RAIDER TACTICS Orc raiders use their handaxes as they close in on their foes and surround their foes to benefit from mob rule.

Orc Warrior Level 9 Minion Soldier Medium shadow humanoid (orc) XP 100 Initiative +8 Senses Perception +4; darkvision HP 1; a missed attack never damages a minion. AC 25; Fortitude 22; Reflex 21; Will 17 Speed 5

 Longsword (standard; at-will) ✦ Weapon

+16 vs. AC; 6 damage. Mob Rule The orc Snaga deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills endurance +11 Str 20 (+9) Dex 18 (+8) Wis 10 (+4) Con 19 (+8) Int 8 (+3) Cha 8 (+3) Equipment longsword, chainmail, shield


ORC WARRIOR TACTICS Orc warriors surround their foes to take advantage of mob rule.

Orc Savage Level 10 Minion Brute Medium shadow humanoid (orc) XP 125 Initiative +9 Senses Perception +5; darkvision HP 1; a missed attack never damages a minion. AC 22; Fortitude 23; Reflex 22; Will 18 Speed 7

 Greataxe (standard; at-will) ✦ Weapon

+13 vs. AC; 10 damage. Mob Rule The orc savage deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills endurance +14 Str 21 (+10) Dex 18 (+9) Wis 10 (+5) Con 18 (+9) Int 8 (+4) Cha 8 (+4) Equipment greataxe, hide armor

ORC SAVAGE TACTICS Orc savages charge fearlessly into combat with an uncharacteristic disregard for their own safety. Like all orcs, they surround their foes to benefit from mob rule.

ORC LORE A character knows the following information with a successful skill check. Arcana DC 15: The orcs were once elves, but they were twisted by dark magic until they became a fell mockery of what they once were.









Warg Rider Level 12 Minion Skirmisher Large shadow humanoid (orc) XP 175 Initiative +14 Senses Perception +8; darkvision HP 1; a missed attack never damages a minion. AC 26; Fortitude 24; Reflex 26; Will 22 Speed 10

 Spear (standard; at-will) ✦ Weapon

+19 vs. AC; 8 damage (10 damage and the target is knocked prone if the wolf rider makes a charge attack). Mob Rule The Warg rider deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the rider’s allies adjacent to it. Pack Tactics The Warg rider has combat advantage against a target that has one or more ally adjacent to it. Alignment Evil Languages Common, Black speech Skills endurance +15, stealth +17 Str 16 (+9) Dex 22 (+12) Wis 14 (+8) Con 19 (+10) Int 8 (+5) Cha 8 (+5) Equipment spear, chainmail

WARG RIDER TACTICS Warg riders charge fiercely at their foes, using the momentum of their mounts to knock their foes prone and taking advantage of numbers.

ENCOUNTER GROUPS Orcs are often supported by trolls and by weaker Maiar demons. They often fight alongside humans corrupted by Sauron.

Level 9 Encounter (XP 2000)

	1 Orc Captain (level 9 soldier)
	1 Orc Warlock (level 11 controller)
	8 Orc Warriors (level 9 minion soldier)
	8 Orc Archers (level 7 minion artillery)







Orc Captain Level 9 Soldier (Leader) Medium shadow humanoid (orc) XP 400 Initiative +8 Senses Perception +4; darkvision Improved Mob Rule aura 5; the damage bonus orc allies within the aura gain from mob rule is doubled. HP 99; Bloodied 49 AC 25; Fortitude 22; Reflex 21; Will 17 Vulnerable 5 radiant Speed 5

 longsword (standard; at-will) ✦ Weapon

+16 vs. AC; 2d6 + 5 damage. Mob Rule The orc captain deals an additional 5 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Unaligned Languages Common, Black speech Skills endurance+13 Str 20 (+9) Dex 18 (+8) Wis 10 (+4) Con 19 (+8) Int 8 (+3) Cha 8 (+3) Equipment longsword, chainmail, shield

ORC CAPTAIN TACTICS An orc captain surrounds himself with weaker orcs, so that as many of them as possible can benefit from his improved mob rule.


Orc Warlock Level 11 Controller Medium shadow humanoid (orc) XP 600 Initiative +8 Senses Perception +9; special HP 114; Bloodied 57 AC 25; Fortitude 23; Reflex 24; Will 23 Speed 6

 Dagger (standard; at-will) ✦ Weapon

+18 vs. AC; 1d8 + 5 damage.

 Sorcerous Blast (standard; at-will) ✦ Necrotic

+16 vs. Reflex; 2d6 + 5 necrotic damage and ongoing 5 necrotic damage (save ends).

 Creeping Shadow (standard; encounter) ✦ Necrotic

+14 vs. Reflex; 4d8 + 5 necrotic damage, and the target is knocked prone. Miss: Half damage, and the target is not knocked prone.

 Eye of Wrath (Minor; at-will) ✦ Fear

Ranged 5; +16 vs. Will; the target takes a -4 penalty to AC (save ends). Mob Rule The orc warlock deals an additional 5 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills arcana +15, endurance +14 Str 12 (+6) Dex 16 (+8) Wis 18 (+9) Con 18 (+9) Int 21 (+10) Cha 8 (+4) Equipment dagger, hide armor

ORC WARLOCK TACTICS The orc warlock use eye of wrath and sorcerous blast to weaken foes that are surrounded by orcs, and uses creeping shadow when foes get too close.









Morannon Orc Archer Level 13 Minion Artillery Medium shadow humanoid (orc) XP 200 Initiative +12 Senses Perception +9; darkvision HP 1; a missed attack never damages a minion. AC 25; Fortitude 25; Reflex 27 ; Will 24 Speed 5

 Short Sword (standard; at-will) ✦ Weapon

+20 vs. AC; 8 damage.

 Shortbow (standard; at-will) ✦ Weapon

Ranged 15/30; +20 vs. AC; 9 damage. Mob Rule The orc archer deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills endurance +15 Str 16 (+9) Dex 22 (+12) Wis 16 (+9) Con 19 (+10) Int 8 (+5) Cha 8 (+5) Equipment short sword, shortbow, 20 arrows, scale mail

MORANNON ORC ARCHER TACTICS Morannon Orc archers are considerably braver than other orcs. They prefer to fire at foes that have two or more allies adjacent to benefit from mob rule, even if they risk hitting an ally.

Morannon Orc Warrior Level 14 Minion Soldier Medium shadow humanoid (orc) XP 250 Initiative +12 Senses Perception +9; darkvision HP 1; a missed attack never damages a minion. AC 30; Fortitude 27; Reflex 26; Will 23 Speed 5

 Longsword (standard; at-will) ✦ Weapon

+21 vs. AC; 9 damage. Mob Rule The orc Snaga deals an additional 1 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills endurance +11 Str 23 (+13) Dex 20 (+12) Wis 14 (+9) Con 20 (+12) Int 8 (+6) Cha 8 (+6) Equipment longsword, chainmail, shield MORANNON ORC WARRIOR TACTICS Morannon orc warriors are braver than other orcs, though they still surround their foes to take advantage of mob rule.

Orc Tracker Level 14 Minion Lurker Medium shadow humanoid (orc) XP 250 Initiative +13 Senses Perception +10; darkvision HP 1; a missed attack never damages a minion. AC 28; Fortitude 26; Reflex 27; Will 24 Speed 7

 Short Sword (standard; at-will) ✦ Weapon

+19 vs. AC; 9 damage (11 damage if the orc tracker has combat advantage. Mob Rule The orc tracker deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the orc’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills endurance +17, nature +15, stealth +18 Str 21 (+12) Dex 23 (+13) Wis 16 (+10) Con 20 (+12) Int 8 (+6) Cha 8 (+6) Equipment short sword, leather armor

ORC TRACKER TACTICS Orc trackers rarely engage their foes directly; instead they remain hidden and locate foes for larger orc bands to attack. When attacked, trackers retreat.












Morgul Stalker Level 15 Lurker Medium shadow humanoid (orc) XP 1200 Initiative +17 Senses Perception +10; darkvision HP 116; Bloodied 58 AC 29; Fortitude 27; Reflex 29; Will 25 Speed 7

 Dagger (standard; at-will) ✦ Necrotic 

+20 vs. AC; 2d8 + 6 necrotic damage. Backstab The Morgul stalker deals an additional 1d8 damage against any creature that it has combat advantage against. Mob Rule The Morgul stalker deals an additional 6 damage on melee and ranged attacks against an enemy that has two or more of the stalker’s allies adjacent to it. Stealthy Movement If the Morgul stalker leaves cover or concealment, it can make a stealth check to remain hidden, as long as it ends its move in cover or concealment. If it makes a melee attack from hiding and misses, it is still considered to be hiding. Alignment Evil Languages Common, Black speech Skills endurance +17, stealth +18 Str 21 (+12) Dex 23 (+13) Wis 16 (+10) Con 20 (+12) Int 8 (+6) Cha 8 (+6) Equipment dagger, leather armor

MORGUL STALKER TACTICS The Morgul stalker uses cover and concealment to sneak up on its enemies before attacking them in the back. It will then attempt to surround and flank enemies to benefit from backstab and mob rule.









The nine ringwraiths, or Nazgûl, are perhaps the greatest and most terrible of Sauron’s servants.

Ringwraith Level 20 Controller Medium shadow humanoid (undead) XP 500 Initiative +# Senses Perception +#; special Fearful Shroud aura 5; bright light in the aura is reduced to dim light, and dim light becomes darkness. Enemies in the aura take a -2 penalty to Will defense. If the ringwraith takes radiant damage, the aura is negated until the end of the ringwraith’s next turn. HP 186; Bloodied 93 AC 34; Fortitude 32; Reflex 34; Will 31 Immune disease, poison; Resist 15 necrotic, insubstantial; Vulnerable 5 radiant, 5 fire Speed 6

 Longsword (standard; at-will) ✦ Necrotic, Weapon

+24 vs. Reflex; 3d8 + 8 necrotic damage.

 Black Breath (standard; at-will) ✦ Necrotic

Ranged 5; +24 vs. Will 2d8 + 8 necrotic damage, and the target is weakened (save ends).

 Morgul Blade (standard; encounter) ✦ Necrotic, Weapon

+24 vs. Will; 4d8 + 7 necrotic damage, and the target contracts fade (see below). Morgul Curse (free, when reduced to 0 hit points by a melee attack) ✦ Necrotic The attacker takes 3d8 + 5 necrotic damage, and contracts fade (see below). If a non-magical weapon was used to make the attack, it is destroyed. Alignment Evil Languages Common, Black speech Skills arcana +23, bluff +20, stealth +15 Str 23 (+16) Dex 10 (+10) Wis 23 (+16) Con 18 (+14) Int 26 (+18) Cha 20 (+15) Equipment Longsword, Morgul blade



RINGWRAITH TACTICS A ringwraith closes in on its foes and attacks the target with the weakest Will defense with its, Morgul blade. It then uses black breath to weaken foes and finishes them off with its longsword.

RINGWRAITH LORE A character knows the following information with a successful skill check. Arcana DC 25: The nine ringwraiths were once great kings of men, but Sauron offered them rings of power, and in their greed they took them without question, each falling to the powers of the rings. They became incorporeal shadows of their former selves, empowered with dark sorcery.

ENCOUNTER GROUPS The ringwraiths often work in small groups alone, but they also lead orcs and other fell creatures into battle.

Level 19 Encounter (XP 12000)

	2 Ringwraith (level 20 controller)
	8 Uruk-Hai Scout Warrior (level 18 minion soldier)
	4 Uruk-Hai Marauders (level 19 minion skirmisher)










Fade Level 20 Disease The victim’s strength is slowly sapped before the body fades and the victim becomes a wraith. Endurance: improve DC 34, maintain DC 29, worsen DC 28 or lower. The target is cured. The target takes a -2 penalty to attacks and checks until cured. The target is dazed and weakened. The target dies and rises as a wraith as per the spawn wraith ability (Monster Manual p266).


The great spiders are Maiar that were corrupted by Melkor at the beginning of time that took on spider-like form when they entered the world.

Spiderling Level 4 Minion Skirmisher Medium ainur magical beast (spider) XP 44 Initiative +8 Senses Perception +6; tremorsense 6 HP 1; a missed attack never damages a minion. AC 18; Fortitude 16; Reflex 17; Will 15 Speed 8, climb 8 (spider climb)

 Bite (standard; at-will) ✦ Poison

+9 vs. AC; 5 poison damage. Soft Fall The spiderling ignores the first 30 ft. when determining damage from a fall. Alignment Evil Languages Common, Black speech Skills stealth +11 Str 12 (+3) Dex 18 (+6) Wis 13 (+4) Con 15 (+5) Int 10 (+2) Cha 8 (+1)


Young Spider Level 11 Minion Skirmisher Large ainur magical beast (spider) XP 150 Initiative +12 Senses Perception +10; tremorsense 6 HP 1; a missed attack never damages a minion. AC 25; Fortitude 23; Reflex 24; Will 22 Speed 10, climb 10 (spider climb)

 Bite (standard; at-will) ✦ Poison

+16 vs. AC; 8 poison damage. Soft Fall The spiderling ignores the first 30 ft. when determining damage from a fall. Alignment Evil Languages Common, Black speech Skills stealth +15 Str 15 (+7) Dex 21 (+10) Wis 16 (+8) Con 18 (+9) Int 10 (+5) Cha 8 (+4)

SPIDERLING TACTICS Spiderlings bring down foes in large groups, relying on their poisonous bites. They often drop on foes from above.

Webspawn Spider Level 5 Lurker Large ainur magical beast (spider) XP 200 Initiative +10 Senses Perception +6; tremorsense HP 51; Bloodied 25 AC 19; Fortitude 17; Reflex 18 Will 16 Resist 5 poison Speed 10, climb 10 (spider climb)

 Bite (standard; at-will) ✦ Poison

+10 vs. AC; 2d8 + 5 damage and ongoing 5 poison damage and the target is slowed (save ends both).

 Entangle (move; at-will)

Slowed or immobilized target only; +8 vs. Reflex; the target is restrained (save ends). Soft Fall The spiderling ignores the first 30 ft. when determining damage from a fall. Alignment Evil Languages Common, Black speech Skills stealth +11 Str 12 (+3) Dex 18 (+6) Wis 13 (+4) Con 15 (+5) Int 10 (+2) Cha 8 (+1)


WEBSPAWN SPIDER TACTICS The Webspawn spider drops down from its web, poisons its prey with a bite and then uses entangle on the prey before finishing it off.

Preystalker Spider Level 10 Skirmisher Large ainur magical beast (spider) XP 500 Initiative +12 Senses Perception +10; tremorsense HP 106; Bloodied 53 AC 24; Fortitude 22; Reflex 23 Will 21 Resist 5 poison Speed 14, climb 14 (spider climb)

 Bite (standard; at-will) ✦ Poison

+15 vs. AC; 2d6 + 5 damage and ongoing 10 poison damage and the target is slowed (save ends both). Scuttle (move; at-will) The Preystalker spider shifts 7 squares Alignment Evil Languages Common, Black speech Skills stealth +15 Str 15 (+7) Dex 21 (+10) Wis 16 (+8) Con 18 (+9) Int 10 (+5) Cha 8 (+4)

PREYSTALKER SPIDER TACTICS Preystalker spiders ambush or stalk their prey, charging their chosen prey when in range and using scuttle to reposition themselves.

SPIDER LORE A character knows the following information with a successful skill check. Religion DC 20: The great spiders are Maiar that were corrupted by Melkor before the world was created and took spider form when they entered the world. The Spawn of Ungol are the greatest of these spiders, being the direct descendants of Ungoliant.

Spawn of Ungol Level 15 Elite Controller Huge ainur magical beast (spider) XP 1200 Initiative +17 Senses Perception +14; tremorsense 6 HP 148; Bloodied 74 AC 29; Fortitude 27; Reflex 28; Will 27 Speed 14, climb 14 (spider climb)

 Bite (standard; at-will) ✦ Poison

+20 vs. AC; 2d8 + 6 damage and ongoing 10 poison damage and the target is slowed (save ends both).

 Entangle (minor 1/round; at-will)

+18 vs. Reflex; the target is restrained (save ends).

 Unlight (minor; at-will) ✦ Zone

Close burst 2; the burst creates a zone of darkness that lasts until the end of the spawn of Ungol’s next turn. The zone blocks line of sight for all creatures except the spawn and any creature except the spawn is blinded while within the zone. In addition, all light sources within 10 squares of the spawn are snuffed out. Alignment Evil Languages Common, Black speech Skills stealth +18 Str 18 (+11) Dex 23 (+13) Wis 21 (+12) Con 20 (+12) Int 14 (+9) Cha 12 (+#8)

SPAWN OF UNGOL TACTICS A spawn of Ungol uses Unlight to gain combat advantage and uses entangle to isolate one foe.

ENCOUNTER GROUPS Spiders are found among their own kind or with orcs and other creatures of the darkness.

Level 10 Encounter (XP 2500)

	3 Preystalker Spiders (level 10 skirmisher)
	4 Young Spider (level 11 minion skirmisher)
	4 Orc Archers (level 7 minion artillery)

Trolls are fell, cannibalistic giants bred by Melkor in mockery of the ents. Trolls are tough, brutish, green-skinned and scaly.

Cave Troll Level 7 Brute Large shadow humanoid XP 300 Initiative +3 Senses Perception +3; darkvision HP 98; Bloodied 49 AC 21; Fortitude 20; Reflex 15; Will 15 Regeneration 10 (if the cave troll takes radiant, fire or acid damage, regeneration does not function until the end of its next turn) Vulnerable 5 radiant, 5 fire Speed 8

 Club (standard; at-will) ✦ Weapon 

Reach 2; +10 vs. AC; 2d6 + 5 damage.

 Frenzied Strike (free, when the troll’s attack bloodies an enemy; at-will) ✦ Weapon

The cave troll makes a club attack. Thuggish Charge When the cave troll hits with a charge attack, it deals an additional 2d6 damage. Dawn Take You All and Be Stone With You! A cave troll that begins its turn in direct sunlight is petrified permanently. Alignment Evil Languages — Skills athletics +12, Endurance +12 Str 19 (+7) Dex 10 (+3) Wis 10 (+3) Con 18 (+7) Int 3 (-1) Cha 8 (+2) Equipment club

CAVE TROLL TACTICS Cave trolls charge their foes, and fight to the death, though if confronted with radiant magic they are likely to recoil or flee.

TROLL LORE A character knows the following information with a successful skill check. Arcana DC 15: The trolls were created by Melkor alongside the orcs, in mockery of the elves. Trolls are tough, brutish and most lack the ability to speak, but in their creation was a fatal flaw; if a troll is touched by the light of the sun, that troll is turned to stone. Arcana DC 20: In the Third Age of the Sun, the dark lord Sauron forged greater trolls called Olog-hai that were unafraid of the light that is

deadly to other trolls. These trolls are often called Mordor Trolls in the common tongue.

ENCOUNTER GROUPS Trolls are usually used as shock troops by orcs.

Level 7 Encounter (XP 1500)

	1 Cave Troll (level 7 brute)
	8 Orc Snaga (level 6 minion lurker)
	8 Orc Raider (level 8 minion skirmisher

Level 13 Encounter (XP 4000)

	1 Mordor Troll (level 13 soldier
	5 Morannon Orc Archer (level 13 minion artillery)
	10 Warg Riders (level 12 minion skirmisher)
	5 Morannon Orc Warriors (level 14 minion soldier)

Level 17 Encounter (XP 8000)

	1 Mordor Troll Chief (level 17 elite soldier)
	2 Werewolf Savages (level 16 brute)
	5 Uruk-Hai Scout Warriors (level 18 minion soldier)















Mordor Troll Level 13 Soldier Huge shadow humanoid XP 800 Initiative +9 Senses Perception +8; darkvision HP 134; Bloodied 67 AC 29; Fortitude 29; Reflex 26; Will 25 Regeneration 10 (if the cave troll takes radiant, fire or acid damage, regeneration does not function until the end of its next turn) Speed 8

 Greatsword (standard; at-will) ✦ Weapon 

Reach 2; +20 vs. AC; 2d8 + 6 damage.

 Frenzied Strike (free, when the troll’s attack bloodies an enemy; at-will) ✦ Weapon

The Mordor troll makes a greatsword attack.

 Sweeping Strike (standard; encounter) ✦ Weapon

Close blast 2; +20 vs. AC; 3d8 + 6 damage, and the target is knocked prone. Thuggish Charge When the Mordor troll hits with a charge attack, it deals an additional 2d8 damage. Threatening Reach The Mordor troll can make opportunity attacks against all enemies within its reach (2 squares). Alignment Evil Languages Black speech Skills athletics +17, Endurance +17 Str 23(+12) Dex 16 (+9) Wis 14 (+8) Con 22 (+12) Int 8 (+5) Cha 8 (+5) Equipment plate armor, greatsword

MORDOR TROLL TACTICS Mordor trolls are more intelligent than cave trolls and are capable of following orders, but without direct instructions they will simply charge into combat and attack groups of enemies with Sweeping Strike.








Mordor Troll Chief Level 17 Elite Soldier Huge shadow humanoid XP 1600 Initiative +11 Senses Perception +11; darkvision HP 336; Bloodied 168 AC 33; Fortitude 31; Reflex 25; Will 25 Saving Throws +2 Regeneration 15 (if the Mordor troll chieftain takes radiant, fire or acid damage, regeneration does not function until the end of its next turn) Speed 8 Action Points 1

 Greatsword (standard; at-will) ✦ Weapon 

Reach 2; +24 vs. AC; 2d8 + 7 damage.

 Frenzied Attack (standard; at-will) ✦ Weapon

The Mordor troll chief makes two greatsword attacks, and the target is knocked prone.

 Sweeping Strike (standard; encounter) ✦ Weapon

Close blast 2; +24 vs. AC; 3d8 + 7 damage, and the target is knocked prone. Thuggish Charge When the Mordor troll chief hits with a charge attack, it deals an additional 2d8 damage. Threatening Reach The Mordor troll chief can make opportunity attacks against all enemies within its reach (2 squares). Alignment Evil Languages Black speech Skills athletics +20, Endurance +20 Str 25 (+15) Dex 16 (+11) Wis 16 (+11) Con 24 (+15) Int 12 (+9) Cha 8 (+7) Equipment plate armor, greatsword








The Uruk-hai are the greatest of orc soldiery, a new race bred by Sauron to circumvent the orcish fear of sunlight.

Uruk-Hai Scout Archer Level 17 Minion Artillery Medium shadow humanoid (orc) XP 400 Initiative +15 Senses Perception +10; darkvision HP 1; a missed attack never damages a minion. AC 29; Fortitude 29; Reflex 31; Will 27 Speed 6 (8 while charging)

 Broadsword (standard; at-will) ✦ Weapon 

+24 vs. AC; 9 damage.

 Longbow (standard; at-will) ✦ Weapon

Ranged 20/40; +24 vs. AC; 10 damage. Trample Undergrowth The Uruk-hai scout and all allies within 5 squares have forest walk. Alignment Evil Languages Common, Black speech Skills athletics +18, endurance +18 Str 21 (+13) Dex 25 (+15) Wis 16 (+11) Con 20 (+13) Int 14 (+10) Cha 8 (+7) Equipment broadsword, longbow, 30 arrows, plate armor

URUK-HAI SCOUT ARCHER TACTICS Uruk-hai scout archers remain at range and focus their fire on individual targets.

URUK-HAI LORE A character knows the following information with a successful skill check. Arcana DC 20: The Uruk-hai were created by Sauron and first emerged from Mordor in the year 2475 of the Third Age of the Sun. They are the strongest and toughest of the orcs and are unafraid of sunlight. Uruks are employed both by Sauron and Saruman, and are distinguished by the sign of the red eye or of the white hand. Amongst the Uruks of the White hand are half-orcs created through Saruman’s sorcery.





Uruk-Hai Scout Warrior Level 18 Minion Soldier Medium shadow humanoid (orc) XP 500 Initiative +15 Senses Perception +12; darkvision HP 1; a missed attack never damages a minion. AC 34; Fortitude 32; Reflex 30; Will 28 Speed 6 (8 while charging)

 Broadsword (standard; at-will) ✦ Weapon 

+25 vs. AC; 10 damage. Trample Undergrowth The Uruk-hai scout and all allies within 5 squares have forest walk. Alignment Evil Languages Common, Black speech Skills athletics +22, endurance +19 Str 26 (+17) Dex 22 (+15) Wis 17 (+12) Con 21 (+14) Int 14 (+11) Cha 8 (+8) Equipment broadsword, plate armor, shield

URUK-HAI SCOUT WARRIOR TACTICS Uruk-hai scout warriors are aggressive and tend to surround their foes.

Uruk-Hai Marauder Level 19 Minion Skirmisher Medium shadow humanoid (orc) XP 600 Initiative +19 Senses Perception +12; darkvision HP 1; a missed attack never damages a minion. AC 33; Fortitude 31; Reflex 32; Will 27 Speed 7 (9 while charging)

 Broadsword (standard; at-will) ✦ Weapon 

+24 vs. AC; 11 damage (13 damage if the Uruk-hai marauder has combat advantage). Trample Undergrowth The Uruk-hai scout and all allies within 5 squares have forest walk. Mob Rule The Uruk-hai marauder deals an additional 2 damage on melee and ranged attacks against an enemy that has two or more of the marauder’s allies adjacent to it. Alignment Evil Languages Common, Black speech Skills athletics +21, endurance +19 Str 22 (+16) Dex 26 (+17) Wis 17 (+12) Con 21 (+14) Int 14 (+11) Cha 8 (+8) Equipment broadsword, Hide armor URUK-HAI MARAUDER TACTICS Uruk-hai marauders set up flanking positions with allies and use numbers to gain the benefits of mob rule.

Feral Uruk-Hai Level 20 Minion Brute Medium shadow humanoid (orc) XP 700 Initiative +16 Senses Perception +12; darkvision HP 1; a missed attack never damages a minion. AC 32; Fortitude 34; Reflex 32; Will 28 Speed 6 (8 while charging)

 Broadsword (standard; at-will) ✦ Weapon 

+25 vs. AC; 13 damage (15 damage if the target is bloodied). Trample Undergrowth The feral Uruk-hai and all allies within 5 squares have forest walk. Alignment Evil Languages Common, Black speech Skills athletics +23, endurance +21 Str 26 (+18) Dex 23 (+16) Wis 14 (+12) Con 22 (+16) Int 8 (+9) Cha 8 (+9) Equipment broadsword, hide armor

FERAL URUK-HAI TACTICS Feral Uruk-hai charge headlong at their foes and fight ever more ferociously against wounded foes.


Uruk-Hai Scout Captain Level 18 Soldier (Leader) Medium shadow humanoid (orc) XP 2000 Initiative +15 Senses Perception +12; darkvision HP 173; Bloodied 86 AC 34; Fortitude 32; Reflex 30; Will 27 Speed 6 (8 while charging)

 Broadsword (standard; at-will) ✦ Weapon

+25 vs. AC; 2d10 + 7 damage.

 Longbow (standard; at-will) ✦ Weapon

Ranged 20/40; +25 vs. AC; 2d10 + 7 damage. Furious Assault (free, when the Uruk-hai scout captain hits an enemy with an attack; encounter) The Uruk-hai scout captain deals an extra 2d10 damage to the target. Lead From the Front When the Uruk-hai scout captain hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the captain’s next turn. Trample Undergrowth The Uruk-hai scout captain and all allies within 5 squares have forest walk. Alignment Evil Languages Common, Black speech Skills athletics +22, endurance +19 Str 26 (+17) Dex 22 (+15) Wis 17 (+12) Con 21 (+14) Int 14 (+11) Cha 8 (+8) Equipment broadsword, longbow, 30 arrows, plate armor, shield

URUK-HAI SCOUT CAPTAIN TACTICS Uruk-hai scout captains can fight in both melee or at range, though they prefer to fight in melee.

ENCOUNTER GROUPS Uruk-hai usually form war-bands or scouting parties made up entirely of Uruks, but they also fight alongside trolls and various other creatures, especially in the case of Mordor Uruks.

Level 18 Encounter (XP 10000)

	1 Uruk-Hai Scout Captain (level 18 soldier)
	1 Uruk-Hai Warlock (level 19 controller)
	10 Uruk-Hai Scout Warriors (level 18 minion soldier)
	5 Uruk-Hai Scout Archers (level 17 minion artillery)



Uruk-Hai Warlock Level 19 Controller Medium shadow humanoid (orc) XP 2400 Initiative +12 Senses Perception +13; darkvision HP 182; Bloodied 91 AC 33; Fortitude 31; Reflex 32; Will 29 Speed 6 (8 when charging)

 Necrotic Touch (standard; at-will) ✦ Necrotic 

+23 vs. Reflex; 3d6 + 8 necrotic damage, and the target is slowed (save ends).

 Sorcerous Blast (standard; at-will) ✦ Necrotic

+23 vs. Reflex; 3d6 + 8 necrotic damage and ongoing 10 necrotic damage (save ends).

 Eye of Wrath (Minor; at-will) ✦ Fear

Ranged 5; +23 vs. Will; the target takes a -4 penalty to AC (save ends). Furious Assault (free, when the Uruk-hai warlock hits an enemy with an attack; encounter) The Uruk-hai warlock deals an extra 3d6 damage to the target. Trample Undergrowth The Uruk-hai scout captain and all allies within 5 squares have forest walk. Alignment Evil Languages Common, Black speech Skills athletics +19, endurance +20 Str 21 (+14) Dex 16 (+12) Wis 18 (+13) Con 22 (+15) Int 25 (+16) Cha 8 (+8) Equipment hide armor

URUK-HAI WARLOCK TACTICS Uruk-hai warlocks are more aggressive than other orcish warlocks, engaging foes in close combat, using necrotic touch to slow foes and eye of wrath to make them more vulnerable.









Uruk-Hai Berserker Level 20 Brute Medium shadow humanoid (orc) XP 2800 Initiative +16 Senses Perception +10; darkvision HP 236; Bloodied 118 AC 32; Fortitude 34; Reflex 32; Will 26 Speed 6 (8 while charging)

 Greatsword (encounter; at-will) ✦ Weapon

+23 vs. AC; 2d10 + 8 damage (3d10 + 8 damage against bloodied foes). Furious Assault (free, when the Uruk-hai berserker hits an enemy with an attack; encounter) The Uruk-hai warlock deals an extra 2d10 damage to the target.

 Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon

The Uruk-hai berserker makes a melee basic attack and regains 59 hit points. Alignment Evil Languages Common, Black Speech Skills athletics +23, endurance +23 Str 27 (+18) Dex 22 (+16) Wis 10 (+10) Con 26 (+18) Int 8 (+9) Cha 8 (+9) Equipment Greatsword

URUK-HAI BERSERKER TACTICS Feral Uruk-hai charge headlong at their foes and fight ever more ferociously against wounded foes.

Uruk-Hai Bolter Level 23 Minion Artillery Medium shadow humanoid (orc) XP 400 Initiative +19 Senses Perception +15; darkvision HP 1; a missed attack never damages a minion. AC 35; Fortitude 35; Reflex 36; Will 32 Speed 6 (8 while charging)

 Broadsword (standard; at-will) ✦ Weapon 

+30 vs. AC; 12 damage.

 Crossbow (standard; at-will) ✦ Weapon

Ranged 15/30; +30 vs. AC; 14 damage. Defensive Formation The Uruk-hai bolter gains a +2 bonus to AC while at least one ally is adjacent to it. Alignment Evil Languages Common, Black speech Skills athletics +22, endurance +23 Str 22 (+17) Dex 27 (+19) Wis 18 (+15) Con 25 (+18) Int 14 (+12) Cha 8 (+10) Equipment broadsword, crossbow, 30 arrows, plate armor

URUK-HAI BOLTER TACTICS Uruk-hai bolters form tight, defensive formations and rely on their powerful crossbows to bring foes down.

Uruk-Hai Phalanx Warrior Level 24 Minion Soldier Medium shadow humanoid (orc) XP 500 Initiative +21 Senses Perception +15; darkvision HP 1; a missed attack never damages a minion. AC 40; Fortitude 38; Reflex 36; Will 32 Speed 6 (8 while charging)

 Broadsword (standard; at-will) ✦ Weapon 

+31 vs. AC; 13 damage. Defensive Formation The Uruk-hai phalanx warrior gains a +2 bonus to AC while at least one ally is adjacent to it. Alignment Evil Languages Common, Black speech Skills athletics +22, endurance +19 Str 29 (+21) Dex 24 (+19) Wis 17 (+15) Con 28 (+21) Int 14 (+14) Cha 8 (+11) Equipment broadsword, plate armor, shield

URUK-HAI PHALANX WARRIOR TACTICS Uruk-hai warriors form tight formations called phalanxes for mutual defense, but have a tendency to charge into melee rather than holding together.


Uruk-Hai Phalanx Captain Level 24 Soldier (Leader) Medium shadow humanoid (orc) XP 6050 Initiative +21 Senses Perception +15; darkvision HP 229; Bloodied 114 AC 40; Fortitude 38; Reflex 36; Will 32 Speed 6 (8 while charging)

 Broadsword (standard; at-will) ✦ Weapon

+31 vs. AC; 2d10 + 8 damage.

 Crossbow (standard; at-will) ✦ Weapon

Ranged 15/30; +31 vs. AC; 2d10 + 8 damage. Furious Assault (free, when the Uruk-hai phalanx captain hits an enemy with an attack; encounter) The Uruk-hai phalanx captain deals an extra 2d10 damage to the target. Lead From the Front When the Uruk-hai phalanx captain hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the captain’s next turn. Defensive Formation The Uruk-hai phalanx captain gains a +2 bonus to AC while at least one ally is adjacent to it. Alignment Evil Languages Common, Black speech Skills athletics +22, endurance +19 Str 29 (+21) Dex 24 (+19) Wis 17 (+15) Con 28 (+21) Int 14 (+14) Cha 8 (+11) Equipment broadsword, longbow, 30 arrows, plate armor, shield

URUK-HAI PHALANX CAPTAIN TACTICS Uruk-hai phalanx captains form the centre point of Uruk phalanxes, using lead from the front to increase the effectiveness of their warriors.









Vampires are fell, blood-sucking bats of great size armed with talons and fangs of steel that were created by Melkor.

Vampire Swarm Level 8 Skirmisher Large shadow magical beast (swarm) XP 350 Initiative +7 Senses Perception +11; darkvision Swarm Attack aura 1; the vampire swarm makes a basic attack as a free action against each enemy that begins its turn in the aura. HP 89; Bloodied 44 AC 22; Fortitude 20; Reflex 22; Will 19 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks, 5 radiant, 5 fire Speed 2 (clumsy), fly 10 (hover)

 Bite (standard; at-will) ✦ Healing, Necrotic

+13 vs. AC; 2d6 + 5 necrotic damage, and the target is slowed (save ends). The vampire swarm regains 5 hit points

 Swarm Attack (standard; at-will) ✦ Healing, Necrotic

Close burst 1; the vampire swarm makes a melee basic attack against each enemy in the burst (including its space). Bloodlust When the vampire swarm hits a bloodied enemy with an attack it deals an extra 1d6 damage with the attack. Alignment Evil Languages Black speech Str 14 (+6) Dex 20 (+9) Wis 14 (+6) Con 17 (+7) Int 12 (+5) Cha 10 (+4)

VAMPIRE SWARM TACTICS Vampire swarms surround groups of enemies and use their speed to their advantage where possible.

VAMPIRE LORE A character knows the following information with a successful skill check. Arcana DC 20: Vampires are fell, bat-like creatures that drink blood. Although the source of the first vampires is uncertain, it is certain that Melkor created them in the First Age of the Sun, likely to act as both messengers and as aerial troops.


Vampire Level 11 Skirmisher Huge shadow magical beast XP 600 Initiative +12 Senses Perception +13; darkvision HP 114; Bloodied 57 AC 25; Fortitude 23; Reflex 24; Will 22 Speed 2 (clumsy), fly 10 (hover)

 Bite (standard; at-will) ✦ Healing, Necrotic

+16 vs. AC; 2d6 + 5 necrotic damage, and the target is slowed (save ends). The vampire swarm 8 hit points

Flyby Attack (standard; at-will)

The vampire flies up to 10 squares and makes one melee basic attack at any point during its movement. The vampire doesn’t provoke opportunity attacks while moving away from the target of the attack.

 Blood Drain (standard; encounter) ✦ Healing, Necrotic

Requires combat advantage; +14 vs. Reflex; 3d8 + 5 necrotic damage, and the target is weakened (save ends). The vampire regains 28 hit points. Bloodlust When the vampire swarm hits a bloodied enemy with an attack it deals an extra 1d6 damage with the attack. Alignment Evil Languages Common, Black speech Str 17 (+8) Dex 21 (+10) Wis 16 (+8) Con 18 (+9) Int 15 (+7) Cha 12 (+6)

VAMPIRE TACTICS Vampires move as often as possible, using flyby attack to swoop over their foes. When bloodied, the vampire uses blood drain.

ENCOUNTER GROUPS Vampires are found in the darkest places of the world and are found with the creatures that dwell there, such as trolls, spiders and goblins.

Level 11 Encounter (XP 3000)

	1 Vampire (level 11 skirmisher)
	4 Vampire Swarms (level 8 skirmisher)
	2 Preystalker Spider (level 10 skirmisher)



Wargs are a massive, evil breed of wolves that are often used as mounts by orcs. Wargs are pack hunters that savor the taste of humanoid flesh.

Young Warg Level 4 Minion Skirmisher Large shadow magical beast XP 44 Initiative +8 Senses Perception +8; low-light vision HP 1; a missed attack never damages a minion. AC 18; Fortitude 16; Reflex 18; Will 15 Speed 8

 Bite (standard; at-will) 

+9 vs. AC; 5 damage (6 damage and the target is knocked prone if the young Warg makes a charge attack). Pack Tactics The young Warg has combat advantage against a target that has one or more ally adjacent to it. Alignment Chaotic evil Languages Black speech Str 15 (+4) Dex 18 (+6) Wis 12 (+3) Con 14 (+4) Int 9 (-1) Cha 8 (-1)

Adult Warg Level 12 Minion Skirmisher Large shadow magical beast XP 175 Initiative +14 Senses Perception +14; low-light vision HP 1; a missed attack never damages a minion. AC 26; Fortitude 24; Reflex 26; Will 23 Speed 10

 Bite (standard; at-will) 

+17 vs. AC; 8 damage (10 damage and the target is knocked prone if the young Warg makes a charge attack). Pack Tactics The adult Warg has combat advantage against a target that has one or more ally adjacent to it. Alignment Chaotic Evil Languages Black speech Str 19 (+10) Dex 22 (+12) Wis 16 (+9) Con 18 (+10) Int 9 (-11) Cha 8 (-11)

WARG TACTICS Wargs fight in tandem in order to gain the benefits of pack tactics and charge aggressively into melee to knock foes prone.


Warg Chieftain Level 8 Skirmisher (Leader) Large shadow magical beast XP 350 Initiative +11 Senses Perception +11; low-light vision Improved Pack Tactics aura 5; Wargs in the aura gain a +2 bonus to attack rolls with melee attacks made against prone targets. HP 89; Bloodied 44 AC 22; Fortitude 20; Reflex 22; Will 21 Speed 10

 Bite (standard; at-will)

+13 vs. AC; 2d6 + 5 damage (3d6 + 5 damage and the target is knocked prone if the Warg chieftain makes a charge attack). Pack Tactics The Warg chieftain has combat advantage against a target that has one or more ally adjacent to it. Alignment Chaotic Evil Languages Black speech Str 16 (+7) Dex 20 (+9) Wis 14 (+6) Con 17 (+7) Int 12 (+5) Cha 10 (+4)

WARG CHIEFTAIN TACTICS Warg chieftains surround themselves with other wargs in order to grant the bonus from improved pack tactics to as many wargs as possible.












Warg Prowler Level 7 Lurker Large shadow magical beast XP 300 Initiative +9 Senses Perception +10; low-light vision HP 65; Bloodied 32 AC 21; Fortitude 19; Reflex 21; Will 18 Speed 10

 Bite (standard; at-will)

+12 vs. AC; 2d6 + 5 damage (3d6 + 5 damage and the target is knocked prone if the Warg prowler makes a charge attack). Combat Advantage The Warg prowler deals an extra 1d6 damage with its attacks against any target that it has combat advantage against. Pack Tactics The Warg prowler has combat advantage against a target that has one or more ally adjacent to it. Alignment Chaotic Evil Languages Black speech Skills stealth +12 Str 16 (+6) Dex 19 (+7) Wis 14 (+5) Con 17 (+6) Int 10 (+3) Cha 8 (+2)


WARG PROWLER TACTICS Warg prowlers stalk their prey stealthily or wait in ambush before attacking their prey unawares. Warg prowlers use allies to gain combat advantage where possible using pack tactics.

WARG LORE A character knows the following information with a successful skill check. Arcana DC 20: Wargs are a fell breed of wolves that have a taste for flesh. It is not certain how the wargs were created, but it seems likely that they were bred by Melkor or are descended from the werewolves.

ENCOUNTER GROUPS Wargs are allies of goblins and orcs, though they sometimes fight alongside werewolves and other, more dangerous, creatures.

Level 7 Encounter (XP 1500)

	1 Warg Chieftain (level 8 skirmisher)
	1 Warg Prowler (level 7 lurker)
	12 Young Wargs (level 4 minion skirmisher)
	4 Orc Warriors (level 4 minion soldier)


The watcher in the water is an ancient, tentacled creature that lurks in a pool outside of the West Gate of Moria. Whether it is one monster or many is unknown, and it is also not known if any other watchers exist in Middle Earth.

Watcher Tentacle Level 9 Lurker Large ainur magical beast (aquatic) XP 400 Initiative +11 Senses Perception +11; darkvision HP 77; Bloodied 38 AC 23; Fortitude 21; Reflex 23; Will #20 Speed swim 6

 Tentacle (standard; at-will) 

Reach 3; +12 vs. Reflex; 2d6 + 5 damage and the target is grabbed and pulled adjacent to the watcher tentacle.

 Constrict (standard; at-will)

Only usable against a creature grabbed by the watcher tentacle or an adjacent watcher tentacle; +12 vs., Reflex; 4d6 + 5 damage. Alignment Evil Languages Black speech Skills dungeoneering +11 Str 21 (+9) Dex 16 (+7) Wis 15 (+6) Con 17 (+7) Int 12 (+5) Cha 10 (+4)














WATCHER TENTACLE TACTICS Large numbers of watcher tentacles erupt from hiding in the water and grapple foes.

WATCHER IN THE WATER LORE A character knows the following information with a successful skill check. Religion DC 25: The exact nature of the watcher in the water is unknown, but it seems that it is some kind of Maiar demon. The watcher could be one creature or many.

ENCOUNTER GROUPS The watcher is a solitary creature that dwells in the pool outside the West Gate of Moria.

Level 13 Encounter (XP 4000)

	10 Watcher Tentacles (level 9 lurker)


















Werewolves are tortured spirits forced into wolf form by sorcery that are thralls to Melkor.

Werewolf Savage Level 16 Brute Medium ainur magical beast XP 1400 Initiative +15 Senses Perception +16; darkvision HP 190; Bloodied 95 AC 28; Fortitude 28; Reflex 30; Will 26 Speed 10

 Bite (standard; at-will)

+19 vs. AC; 3d8 + 7 damage (the target is knocked prone if the werewolf savage makes a charge attack).

Blood Frenzy

The werewolf’s melee attacks deal 7 extra damage against bloodied foes. Pack Tactics The werewolf savage has combat advantage against a target that has one or more ally adjacent to it. Alignment Evil Languages Common, Black speech, Quendi Skills intimidate +13, nature +16 Str 21 (+13) Dex 24 (+15) Wis 16 (+11) Con 20 (+13) Int 12 (+9) Cha 10 (+8)

WEREWOLF SAVAGE TACTICS Werewolf savages charge relentlessly into close combat, focusing their attacks against bloodied foes.

WEREWOLF LORE A character knows the following information with a successful skill check. Religion DC 25: Werewolves are tortured spirits that have the shape of wolves. They are thralls to Melkor, though their precise origin is not known.

ENCOUNTER GROUPS Werewolves are usually found among groups of orcs, wargs and other Ainur such as spiders.

Level 16 Encounter (XP 7000)

	1 Werewolf Hunter (level 17 skirmisher)
	1 Morgul Stalker (level 15 lurker)
	3 Werewolf Savages (level 16 brute)


Werewolf Hunter Level 17 Skirmisher Medium ainur magical beast XP 1600 Initiative +17 Senses Perception +17; special HP 165; Bloodied 82 AC 31; Fortitude 29; Reflex 31; Will 28 Speed 10

 Bite (standard; at-will)

+22 vs. AC; 2d8 + 7 damage (the target is knocked prone if the werewolf hunter makes a charge attack).

 Hit and Run (standard; at-will)

The werewolf hunter moves up to 10 squares and makes one melee basic attack at any point during its movement. The werewolf hunter doesn’t provoke opportunity attacks while moving away from the target of the attack. Pack Tactics The werewolf savage has combat advantage against a target that has one or more ally adjacent to it. Alignment Evil Languages Common, Black speech, Quendi Skills intimidate +13, nature +17 Str 20 (+13) Dex 25 (+15) Wis 18 (+12) Con 21 (+13) Int 13 (+9) Cha 10 (+8)

WEREWOLF HUNTER TACTICS Werewolf hunters use hit and run attacks to attack foes while avoiding the melee attacks of their foes,












Wights are terrible spectral undead creatures that seek out bodies to replace their own lost forms.

Barrow-Wight Level 7 Controller Medium shadow humanoid (undead) XP 300 Initiative +4 Senses Perception +5; darkvision Spectral Chill (Cold) aura 1; enemies in the aura take a -2 penalty to Will defense. HP 64; Bloodied 32 AC 21; Fortitude 17; Reflex 19; Will 20 Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 10 radiant Speed 6; phasing

 Spectral Touch (standard; at-will) ✦ Necrotic

+11 vs. Will; 1d8 + 5 necrotic damage, and the target is immobilized (save ends) and loses 1 healing surge.

 Enchant Foe (standard; encounter) ✦ Charm

+11 vs. Will; the target is dominated (save ends). Miss: 3d8 + 5 damage. Destroyed by Sunlight A barrow-wight that begins its turn in direct sunlight can take only a single move action on its turn. If it ends the turn in direct sunlight, it burns to ash and is destroyed. Alignment Evil Languages Common, Black speech Skills arcana +11, religion +10 Str 8 (+2) Dex 12 (+4) Wis 14 (+5) Con 12 (+4) Int 16 (+6) Cha 19 (+7)

BARROW-WIGHT TACTICS Barrow-wights use enchant foe to turn foes against each other and spectral touch to immobilize and drain foes.








WIGHT LORE A character knows the following information with a successful skill check. Arcana DC 20: Wights are tortured spirits that fled out of Angmar in the time of the Witch-King’s rule, seeking a place to hide from the light of the sun. Wights have no form of the own and seek to steal bodies from the living. They often shelter in the barrows of long-dead kings, and are sometimes called barrow-wights.

ENCOUNTER GROUPS Wights are usually found alone in barrows or with other undead creatures.

Level 7 Encounter (XP 15000)

	1 Barrow-Wight (level 7 controller)
	1 Cave Troll (level 7 brute)
	2 Mewlip Savage (level 8 brute)
	4 Orc Snaga (level 6 minion artillery)



Back to Main Page4e HomebrewCampaign SettingsMiddle Earth Campaign Setting

Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.