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Middle Earth Bestiary 1.1 PDF
Middle Earth Bestiary 1.1 PDF
October, 2016
As of this writing, Cubicle 7 has recently released their Adventures in Middle-Earth Player's Guide,
containing rules for RPG adventures in Middle-Earth, using the D&D 5e system. However, the
Loremaster's Guide for that system has not yet been released... and thus, there is no official set of
monsters for AiME campaigns. The D&D Monster Manual can be used, but it creates some problems.
D&D took some inspiration from Tolkien, but it also took inspiration from many other sources. Thus,
some D&D creatures that have the same names as ones appearing in Tolkien aren’t quite the same
creature. In addition, some creatures from Middle-Earth do not have a direct equivalent in D&D 5e.
For these reasons, this work has been created to assist GMs of Cubicle 7’s Adventures in Middle-Earth
until such time as a bestiary specifically for that game appears.
the huge creatures seen in, say, Warcraft. Some of
Orcs ’n Goblins, Oh My! Tolkien’s descriptions do, however, indicate that
D&D has a whole slew of ‘evil’ humanoid some orcs are built more thickly than humans.
creatures. Goblins and Orcs are among these, Tolkien says little about orc culture. Their armour
and are two different, but related, species. is described as serviceable, but inferior to that
In the Lord of the Rings, however, ‘goblin’ and of elves or dwarves. They use poisoned blades
‘orc’ seem to be synonyms, with the hobbits using and arrows, sing horrible songs, and are “always
the term ‘goblin’, and others normally using the hungry”. Indeed, they seem to be cannibalistic:
term ‘orc’. We also have the “uruk-hai”, which one of the Mordor orcs accuses Saruman’s of
are described as being larger and stronger than eating orc-flesh. In Cirith Ungol, one suggests
other orcs. These last do not seem to have been that Frodo should “go in the pot”, another
bred until sometime close to the start of The threatens to eat a disobedient underling, and
Fellowship of the Ring, but ‘prototypes’ might after Shagrat kills Gobag, he licks the latter’s
have existed, and there were certainly some blood from his blade.
large, strong orcs before their breeding. There is no “orcish language” in Tolkien—they
In a note appearing in some editions of The are described instead as using a pidgin of various
Hobbit, Tolkien states that “Orc is not an English languages, with dialects differing enough that
word. It occurs in one or two places, but is Westron was often used as a common language.
usually translated goblin (or hobgoblin for the Some words of the Black Speech are common
larger kinds).” (Italics in original.) among orcs as well: ghâsh (“fire”), sharkû (“old
Orcs of all sorts are ugly, filthy, fanged man”), snaga (“slave”), and Uruk (“orc”). Orcs
humanoids. Many have arms longer in also often use the word “tark” from Westron,
proportion to their body that those of humans, literally meaning “Man of Gondor”.
and some have crooked backs and legs. In a Those in service to Sauron in the Third Age
letter, Tolkien describes them as “squat, broad, used Black Speech, like his other servants, but
flat-nosed, sallow-skinned, with wide mouths orcs in general seem to have had no strong
and slant eyes”. preference for it.
Contrary to orcs in other sources, Tolkien’s Some specific kinds are mentioned in Tolkien:
are smaller than humans, with even the Uruk-hai these are shown in the table below.
being described as only being “man-high”—not
smaller, weaker orcs. The term literally means ‘slave’ in the tongue of
snaga
Mordor.
small orcs who specialize in tracking—the name would seem to
snufflers
indicate that they at least partly do so by scent. They are described
as “of a small breed, black-skinned”.
larger, more powerful orcs, with darker skin. They call themselves
uruk
“uruk-hai”, literally “orc-folk”.
not appearing directly in the books, but mentioned in Tolkien’s
boldog
notes, these are “orc-formed Maiar, only less formidable than the
Balrogs”. Other writings indicate that they may be spirits corrupted
by Morgoth, unable to return to their spirit-forms, and trapped in
orc-like bodies.
Night-Sighted: Gains +1 to attacks underground Brute: A melee weapon deals one extra die of its
or at night, but has Disadvantage on Wisdom damage when the uruk hits with it (included in
(Perception) checks that rely on sight in full the attack).
daylight. Surprise Attack: If the uruk surprises a creature
and hits it with an attack during the first round
Special Ability (choose one) of combat, the target takes an extra 7 (2d6)
Aggressive: As a bonus action, the uruk can damage from the attack.
move up to its speed toward a hostile creature
that it can see. Actions
Martial Advantage: Once per turn, the orc can Long Sword: Melee Weapon Attack: +4 to hit,
deal an extra 7 (2d6) damage to a creature reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing
it hits with a weapon attack if that creature damage.
is within 5 feet of an ally of the orc that isn’t Short Bow: Ranged Weapon Attack: +4 to hit,
Incapacitated. reach 5 ft. or range 30/120 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Actions
These are the “special forces” of Mordor (and
Great Axe: Melee Weapon Attack: +4 to hit, Saruman).
reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing
damage.
Javelin: Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Long Sword: Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
damage, or 7 (1d10 + 2) slashing damage if
used with two hands.
Great bow: Ranged Weapon Attack: +3 to hit,
range 150/600 ft., one target. Hit: 5 (1d8 + 1)
piercing damage.
Actions
Multiattack: The Captain makes two melee
attacks, one of which may be a Long Sword
attack.
Long Sword: Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 12 (2d8 + 3)
slashing damage.
Short Bow: Ranged Weapon
Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
Spiked Glove: Melee Weapon
Attack: +5 to hit, reach 5 ft,
one target. Hit: 8 (2d4 + 3)
piercing damage.
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Senses passive Perception 10 Saving Throws Str +4, Dex +5, Wis +2
Languages any one language (usually Common) Skills Athletics +4, Deception +4
Challenge 1/8 (25 XP) Senses passive Perception 10
Languages any one language (usually Common)
Actions Challenge 2 (450 XP)
Short Sword: Melee Weapon Attack: +3 to hit, Actions
reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage. Multiattack: The captain makes two melee
Short Bow: Ranged Weapon Attack: +3 to hit, attacks: one short sword and one dagger. Or,
range 80 ft./320 ft., one target. Hit: 4 (1d6 + 1) the captain makes two ranged dagger attacks.
piercing damage. Short Sword: Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
Actions
Touch of the Grave: Melee Weapon Attack: +4
to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2)
necrotic damage. The target must succeed on a
DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to
the damage taken. This reduction lasts until the
target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
Possession: if there are dead humanoid bodies
present, a wight who has been ‘killed’ by
Actions
Multiattack: The dragon makes three attacks:
one with its bite and two with its claws.
Bite: Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 15 (2d10 + 4) piercing
damage plus 4 (1d8) cold damage.
Claw: Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage.
Cold Breath (Recharge 5-6): The dragon exhales
an icy blast in a 30-foot cone. Each creature
in that area must make a DC 15 Constitution
saving throw, taking 45 (10d8) cold damage
on a failed save, or half as much damage on a
successful one.
Frightful Presence: Each creature of the
dragon’s choice that is within 120 feet of the
dragon and aware of it must succeed on a DC
14 Wisdom saving throw or become Frightened
for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending
the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends
for it, the creature is immune to the dragon’s
Frightful Presence for the next 24 hours.
Actions
Multiattack: The ent makes two slam attacks.
Slam: Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning
damage.
Rock: Ranged Weapon Attack: +10 to hit, range
60/180 ft., one target. Hit: 28 (4d10 + 6)
bludgeoning damage.
Animate Trees (1/Day): The ent magically
animates one or two trees it can see within 60
feet of it. These trees have the same statistics
as an ent, except they have Intelligence and
Charisma scores of 1, they can’t speak, and
they have only the Slam action option. An
animated tree acts as an ally of the ent. The
tree remains animate for 1 day or until it dies;
until the ent dies or is more than 120 feet from
the tree; or until the ent takes a bonus action
to turn it back into an inanimate tree. The tree
then takes root if possible.
Regional Effects
Ents tame and control forests, making them
become more friendly places. Black trees (q.v.)
will not be found in an ent-forest. In addition, the
following effects apply:
•• Doing unnecessary harm to trees will attract
the attention of the ent. Ents understand that
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Giants Stone Giant
Giants appear in The Hobbit: Stone Giants hurl Huge giant
rocks at each other as a game, and once the Armor Class 17 (natural armor)
group has escaped, Gandalf talks about finding Hit Points 126 (11d12 + 55)
a “decent giant” to block the entrance to Goblin- Speed 40 ft.
town. They make no appearance in The Lord of STR DEX CON INT WIS CHA
the Rings or The Silmarillion, although one of the
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)
hobbits claims to have seen one once.
In his early writings, Tolkien mentions “wood- Damage Resistance bludgeoning and slashing
giants” (Qenya ulbandi) and “mountainous- damage
giants” (Qenya taulir). Two giants are named: Damage Immunities poison
Nan and Gilim. Many Tolkien scholars believe Condition Immunities Poisoned
that, just as he moved away from ‘goblin’ and Saving Throws Dex +5, Con +8, Wis +4
toward ‘orc’ in The Lord of the Rings, Tolkien’s Skills Athletics +12, Perception +4
original “giants” become the ents. (“Ent” itself is Senses darkvision 60 ft., passive Perception 14
an Old English word for “giant”.) Languages Giant
Several adaptations of Tolkien’s work include Challenge 7 (2,900 XP)
stone or mountain giants, so we present one here,
in case you wish to use them. The “wood-giants” Made of Stone: The giant is literally made of
would presumably be ents. stone. A character with Stonecunning may use
their action to examine the stone giant. Make
an Intelligence check against DC 13. On a
success, the character gains advantage on their
next attack against the giant, and bypasses the
giant’s Resistance if using a bludgeoning or
slashing weapon.
Stone Camouflage: The giant has advantage on
Dexterity (Stealth) checks made to hide in rocky
terrain.
Actions
Multiattack: The giant makes two great club
attacks.
Great Club: Melee Weapon Attack: +9 to hit,
reach 15 ft., one target. Hit: 19 (3d8 + 6)
bludgeoning damage.
Rock: Ranged Weapon Attack: +9 to hit, range
60/240 ft., one target. Hit: 28 (4d10 + 6)
bludgeoning damage. If the target is a creature,
it must succeed on a DC 17 Strength saving
throw or be knocked Prone.
Reactions
Rock Catching: If a rock or similar object
is hurled at the giant, the giant can, with a
successful DC 10 Dexterity saving throw, catch
the missile and take no bludgeoning damage
from it.
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Great Eagles Tolkien’s Great Eagles are more than just giant
Huge beast eagles—they are fully intelligent, can speak,
Armour Class 13 and seem to be fairly well-organized. They are,
Hit Points 60 (8d12 + 8) however, animals: they have no soul (fëar, in
Speed 10 ft., fly 80 ft. Sindarin).
These statistics represent a fairly small
STR DEX CON INT WIS CHA Great Eagle, only capable of carrying a single
19 (+4) 17 (+3) 13 (+1) 12 (+1) 14 (+2) 10 (+0) Medium-sized creature at a time in flight. Much,
Skills Perception +6 much larger ones have existed—in the first age,
Senses passive Perception 16 Thorondor, “mightiest of all birds that have ever
Languages Common been”, is said to have had a wingspan of thirty
Challenge 3 (200 XP) fathoms (180 feet).
Actions
Multiattack: The eagle makes two attacks: one
with its beak and one with its talons.
Beak: Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 13 (2d8 + 4) piercing
damage.
Talons: Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) slashing
damage.
Gargantuan beast
Armor Class 12 (natural armor)
Hit Points 108 (8d20 + 24)
Speed 40 ft.
STR DEX CON INT WIS CHA
28 (+9) 9 (-1) 17 (+3) 3 (-4) 11 (0) 6 (-2)
Damage Resistance bludgeoning, slashing, and
Grey as a mouse,
piercing damage
Big as a house,
Senses passive Perception 10
Nose like a snake,
Languages —
I make the earth shake,
Challenge 5 (1,800 XP)
As I tramp through the grass;
Trees crack as I pass.
Horse-Fear: Horses become Frightened of
With horns in my mouth
the oliphaunt for 1 minute if they come or
I walk in the South,
are brought within 50 feet of it. A rider may
Flapping big ears.
attempt to overcome this fear with a Wisdom
Beyond count of years
(Animal Handling) check against DC 15; if this
I stump round and round,
is successful, the horse becomes immune to the
Never lie on the ground,
Horse-Fear of oliphaunts for 24 hours.
Not even to die.
Trampling Charge: If the oliphaunt moves at
Oliphaunt am I,
least 20 feet straight toward a creature and
Biggest of all,
then hits it with a gore attack on the same turn,
Huge, old, and tall.
that target must succeed on a DC 16 Strength
If ever you'd met me,
saving throw or be knocked Prone. If the target
You wouldn't forget me.
is Prone, the oliphaunt can make one stomp
If you never do,
attack against it as a bonus action.
You won't think I'm true;
Vulnerable Eyes: A character may make a
But old Oliphaunt am I,
called shot to an oliphaunt’s eye by taking
And I never lie.
disadvantage on their shot. This requires the
use of a piercing weapon; most likely, this will
- J.R.R Tolkien
be a bow and arrow, since the oliphaunt’s eyes
are well above the reach of even the tallest
of men and elves. A successful shot to the
oliphaunt’s eye bypasses its damage resistance,
and counts as a critical, allowing the attacker to
roll damage twice. If the attack roll is a critical,
the attacker rolls damage three times. If both
eyes are shot, the oliphaunt is Blinded.
Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 7 (1d6 + 3) piercing damage.
Grapple: Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: target is grappled, with
an escape DC of 15. While a target is grappled,
the vampire gains Advantage on attempts to
Bite it.
Blood Drain: Upon succeeding with a Bite on a
Grappled target, the vampire begins to drain
blood. Instead of making an attack, at the start
of each of the vampire’s turns, the target loses
5 (1d4 + 3) hit points due to blood loss. The
vampire can stop draining blood at any time,
optionally releasing the target from the Grapple
when it does. Once it has drained 20 hit points
of blood from the target or the target dies, the
vampire automatically ends the blood drain. If
the target escapes from the vampire’s Grapple,
or the vampire is somehow forced to release the
target, the Blood Drain automatically ends.
Flying Strike: The vampire makes a Dash. At one
point during this Dash, it may make a Wing
Strike on a target that is in range.
Wing Strike: Melee Weapon Attack: +5 to hit,
reach 10 ft., one creature. Hit: 5 (1d4 + 3)
piercing damage.
Huge monstrosity
Armour Class 13 (natural armour)
Hit Points 121 (14d12 + 28)
Speed swim 40 ft.
STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 15 (+2) 7 (-2) 11 (+0) 5 (-3)
Skills Athletics +11, Perception +2, Stealth +3
Senses tremorsense 120 ft., passive Perception 12
Languages —
Challenge 6 (2,300 XP)
Actions
Multi-Attack: The Watcher makes up to 5
Tentacle, Reel In, or Squeeze actions.
Tentacle: Melee Weapon Attack: +9 to hit, reach
30 ft., one target. Hit: the target is Grappled,
with an escape DC of 19. The target may be
cut free by doing 5 or more points of slashing
damage with the announced intention of cutting
the tentacle holding it.
Reel In: The Watcher pulls a target it has
grappled 10 ft. toward it.
Squeeze: The Watcher squeezes a grappled
target. This does 1d8 damage, and, if the target
is underwater, it must succeed at a DC 14
Constitution saving throw or immediately lose
its breath.
Once a target has been pulled underwater, the
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