Middle Earth Campaign Setting (4e Campaign Setting)/Monsters

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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)



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