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A Middle-Earth Bestiary

for Cubicle 7's Adventures in Middle-Earth

version 1.1, by eF2%{j$ (Efindel) and Julian Stanley

with help from the crew at the Cubicle 7 forums

October, 2016

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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.

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Orc, Small Orc, Regular
Small humanoid (orc) Small humanoid (orc)
Armour Class 13 (leather jerkin) or 15 (w shield) Armour Class 16 (mail corselet and shield)
Hit Points 7 (2d6) Hit Points 9 (2d6 + 2)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 12 (+1) 12 (+1) 12 (+1) 8 (-1) 8 (-1) 8 (-1)
Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9
Senses darkvision 60 ft., passive Perception 9 Languages Common (Orcish dialect) and/or
Languages Common (Orcish dialect) and/or Black Speech
Black Speech Challenge 1/2 (100 XP)
Challenge 1/4 (50 XP)
Night-Sighted: Gains +1 to attacks underground
Night-Sighted: Gains +1 to attacks underground or at night, but has Disadvantage on Wisdom
or at night, but has Disadvantage on Wisdom (Perception) checks that rely on sight in full
(Perception) checks that rely on sight in full daylight.
daylight.
Special Ability (Choose One)
Special Ability (Choose One) Aggressive: As a bonus action, the uruk can
Nimble Escape: The orc can take the Disengage move up to its speed toward a hostile creature
or Hide action as a bonus action on each of its that it can see.
turns. Nimble Escape: The orc can take the Disengage
Snuffler: The orc gains Perception +1, and has or Hide action as a bonus action on each of its
Advantage on scent-based Perception checks. It turns.
may use Perception to track by scent.
Actions
Actions
Heavy Scimitar: Melee Weapon Attack: +3 to hit,
Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing
reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
damage. Shortbow: Ranged Weapon Attack: +3 to hit,
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4
range 80/320 ft., one target. Hit: 5 (1d6 + 2) (1d6 + 1) piercing damage.
piercing damage.

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Uruk Uruk Elite
Medium humanoid (orc) Medium humanoid (orc)
Armour Class 14 (mail corselet) or 16 (w shield) Armor Class 16 (hide armor and shield)
Hit Points 15 (2d8 + 6) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 9 (-1) 10 (+0) 7 (-2) 15 (+2) 14 (+2) 14 (+2) 9 (-1) 10 (+0) 7 (-2)
Skills Intimidation +4 Skills Athletics +4, Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Black Speech and/or Common Languages Black Speech and/or Common
(Orcish dialect) (Orcish dialect)
Challenge 1/2 (100 XP) Challenge 1 (200 XP)

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.

An uruk will not normally carry all these


weapons! Most carry Great Axe and Javelin, or
Long Sword and Great Bow. Those carrying the
latter may carry a shield as well, raising AC to 16.

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Captain of Mordor More Options
Medium humanoid (orc) Here are some other special abilities you might
Armor Class 17 (mail corselet and shield) substitute to 'mix it up' a little:
Hit Points 65 (10d8 + 20)
Speed 30 ft. Bloodthirst: Once per turn, when the orc makes
STR DEX CON INT WIS CHA
an attack and hits, the target takes 4 (1d8) extra
damage, and the orc gains temporary hit points
17 (+3) 14 (+2) 14 (+2) 11 (0) 12 (+1) 8 (-1) equal to the extra damage dealt.
Skills Athletics +4, Intimidation +5, Survival +2 Half-Orc: This orc has human ancestry, and
Senses darkvision 60 ft., passive Perception 11 appears human enough to 'pass'. Add 2 to
Languages Black Speech and/or Common Charisma, and has advantage on Charisma
(Orcish dialect) (Deception) checks to pass as human.
Challenge 3 (700 XP) Pack Tactics: The orc has advantage on attack
rolls when an ally of the orc is within 5 feet of
Brute: A melee weapon deals one extra die of its the target, and the ally is not incapacitated.
damage when the Captain hits with it (included Poisoned Weapon: A character taking damage
in the attack). from the weapon's attack must succeed at a DC
Surprise Attack: If the Captain surprises a 14 Constitution check or become Poisoned. One
creature and hits it with an attack during the Wisdom (Medicine) check at DC 18 is allowed
first round of combat, the target takes an extra during each short rest to attempt to removed
7 (2d6) damage from the attack. Poisoned. It is automatically removed after a
Will of Sauron: The Captain has advantage long rest.
on saving throws against being Charmed, Track-Cunning: Attempts to track the orc are at
Frightened, Paralyzed, Poisoned, Stunned, or disadvantage.
rendered Unconscious.

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.

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A Middle-Earth Bestiary 1.01 7yE `C xjt#93H `C w7~Nx hE 5~B5
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Claw: Melee Weapon Attack: +14 to hit, reach
Balrog 5 ft., one target. Hit: 15 (3d4 + 8) slashing
Huge fiend (demon) damage plus 10 (3d6) fire damage.
Armor Class 19 (natural armor) Sword: Melee Weapon Attack: +14 to hit, reach
Hit Points 262 (21d12 + 126) 10 ft., one target. Hit: 21 (3d8 + 8) slashing
Speed 40 ft.; optionally, Flying 40 ft. damage plus 13 (3d8) fire damage. If the balrog
scores a critical hit, it rolls damage dice three
STR DEX CON INT WIS CHA times, instead of twice.
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) Whip: Melee Weapon Attack: +14 to hit, reach
Saving Throws Str +14, Con +12, Wis +9, 30 ft., one target. Hit: 15 (2d6 + 8) slashing
Cha +12 damage plus 10 (3d6) fire damage, and target
Damage Resistances cold, lightning; must succeed on a DC 20 Strength saving throw
bludgeoning, piercing, and slashing from or be pulled up to 25 feet toward the balrog.
non-magical attacks not from silver or Elven Thundering Roar: The balrog utters a roar of
weapons such intensity that each creature within 500 feet
Damage Immunities fire, poison capable of hearing must make a Constitution
Condition Immunities Poisoned saving throw against DC 12 or suffer
Senses truesight 120 ft., passive Perception 13 Disadvantage on Wisdom (Perception) checks
Languages able to speak to any creature capable that require hearing for 1 minute.
of understanding speech
Challenge 19 (22,000 XP)
B alrog is Sindarin for ‘demon of might’, and
these are mighty foes indeed. According to
Tolkien’s later writings, no more than seven of
Fire Aura: At the start of each of the balrog’s
turns, each creature within 5 feet of it takes these creatures ever existed. They were Maiar
10 (3d6) fire damage, and flammable objects corrupted by Morgoth before the Awakening of
in the aura that aren’t being worn or carried the Elves, and it was said that they were his oldest
ignite. A creature that touches the balrog or hits and most trusted servants, and that only winged
it with a melee attack while within 5 feet of it Fire-Drakes were more terrible in battle. In the
takes 10 (3d6) fire damage. First Age, Fëanor was slain by a wound from
Magic Resistance: The balrog has advantage on Gothmog, Lord of the Balrogs, and the balrogs
saving throws vs spells and magical effects. rode upon the dragon-back to reach Gondolin
Magic Weapons: The balrog’s weapon attacks during that city’s Fall. Glorfindel fought and
are magical. killed one by casting it down from a cliff, but he
The Shadow Is Upon You: Upon first was pulled down with it and died as well.
encountering the balrog, a creature must make At the end of the First Age, several were
a Wisdom saving throw against DC 17 or destroyed in the War of Wrath, but some escaped
become Frightened for 1 minute. A creature can and hid in caverns deep within the earth. None
repeat the saving throw at the end of each of its reappear in the tales we have until late in the
turns, ending the effect on itself on a success. Third Age, when dwarves mining mithril in
If a creature’s saving throw against being Moria awoke one. It slew King Durin VI, and
Frightened is successful or the effect ends for was thereafter called “Durin’s Bane”. Of course,
it, the creature is immune to this ability for the others might exist, and might serve Sauron—or
next 24 hours. act as independent powers in their own right.
In appearance, a balrog is a humanoid shape
Actions all aflame, with horns, hooved legs, and claws of
brightly glowing steel. It is surrounded by a cloud
Multiattack: The balrog makes two attacks: one
of shadow, towering to twice the balrog’s own
Sword and one Whip. If it has lost one of these
not-inconsiderable height (Tolkien says they are
weapons, it makes a Claw attack instead; if it
twice as tall as elves—thus, 10 to 13 feet tall), and
has lost both, it may make two Claw attacks.
flowing out to the side in wing-like extensions.
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Bandits Bandit Captain
Medium humanoid (any race) Medium humanoid (any race)
Armor Class 12 (leather armor) Armor Class 15 (mail corselet)
Hit Points 11 (2d8 + 2) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

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

M iddle-Earth is not entirely a safe place. damage.


While the territories that the Fellowship Dagger: Melee or Ranged Weapon Attack: +5 to
travel through seem free of them, there’s no hit, reach 5 ft. or range 20/60 ft., one target.
reason why bandits might not be encountered. Hit: 5 (1d4 + 3) piercing damage.
Orcish bandits could simply use orc statistics; Short Bow: Ranged Weapon Attack: +5 to hit,
these are for human bandits, and could also be range 80 ft./320 ft., one target. Hit: 6 (1d6 + 3)
used for minor human servants of the Shadow. piercing damage.

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nonmagical attacks that were not from a silver
Barrow-Wights or Elven weapon may attempt to possess a
Dark spirits sent by the Witch-King of Angmar new body and rise again. It makes a DC 10
to possess and animate dead bodies—preferring Wisdom check to do so. Failure means that
former Dúnedain. The bodies they inhabit can it cannot attempt to possess that body again
vary greatly in stage of decomposition: thus, they for 24 hours, and must wait 1 minute before
might appear as skeletons. This could also serve attempting to possess any other body. The
as a minor embodied wraith: increase hit points first round that it rises, it is Incapacitated. A
to 75 (10d8 + 30) and remove Possession. successful Intelligence (Shadow-lore) check
against DC 15 will recall that wights can do this;
Medium undead a Wisdom (Perception) check of DC 16 is needed
Armour Class 14 (natural armour) to notice the body becoming animated before
Hit Points 45 (6d8 + 18) the wight takes action.
Speed 30 ft.
Regional Effects
STR DEX CON INT WIS CHA
A place inhabited by a barrow-wight will have the
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 7 (-2) following effects at night, in a 1-mile radius about
Skills Perception +3, Stealth +4 it:
Damage Resistances necrotic; bludgeoning, •• Mist will rise even when it normally should
piercing, and slashing from nonmagical attacks not, causing Wisdom (Perception) checks to
with weapons that are not silver or Elven be at disadvantage.
Damage Immunities poison •• The area will seem unnaturally cool.
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 13 •• Animals will avoid the area, placing
Languages the languages it knew in life disadvantage on Wisdom (Survival) checks
Challenge 3 (700 XP) relating to trapping animals or finding ones
to hunt.
Weakened by the True Light: If the wight is •• Attempts to navigate through the area will
damaged by an Elven weapon, or one of special tend to lead one to the barrow-wight’s lair,
power against the undead, it must succeed at placing disadvantage on any navigation
a Constitution save of DC 10 + damage taken attempts to avoid it.
or be Poisoned for one minute. Further such
attacks while the wight is Poisoned can extend
the duration of the effect.
Sunlight Sensitivity: While in sunlight, the wight
has disadvantage on attack rolls and Wisdom
(Perception) checks that rely on sight.

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

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or fire damage done with stated intent to free
Black Trees (Corrupted a grappled target will break the tree’s grasp on
Huorns) that target.
Pull In: The black tree moves a grappled target 5
Huorns are sentient or semi-sentient trees, similar ft. toward its center.
to ents, but not normally moving. It’s uncertain Squeeze: The black tree squeezes a target it has
if they are ents who have become tree-like, grappled, causing 6 (1d3 + 4) damage.
trees who have become somewhat entish, or if Consume: The black tree attacks a target that
both varieties existed. Old Man Willow in The has been pulled to its center and is grappled,
Fellowship of the Ring seems to be one who has causing 9 (1d8 + 4) damage.
become Corrupted.
Regional Effects
Huge plant The region around a black tree is warped by its
Armor Class 16 (natural armor) influence, creating one or more of the following
Hit Points 115 (10d12 + 50) effects, in an area ranging up to six miles from
Speed 0 ft. the black tree:
STR DEX CON INT WIS CHA •• Paths in the area seem to twist and turn in
strange ways, making it so that travellers
19 (+4) 3 (-4) 21 (+5) 12 (+1) 12 (+1) 5 (-3)
tend to come to the black tree. Any attempt to
Damage Resistances bludgeoning, piercing avoid the black tree is at disadvantage.
Damage Vulnerabilities fire
•• Normal trees in the area become hostile as
Senses passive Perception 11
well, making people in the area nervous and
Languages understands Ent; some individuals
uncomfortable. The black tree’s location will
may speak Ent, or, in rare instances, Common
not have this feeling to it, making it more
Challenge 4 (1,100 XP)
likely that people will stop there to rest.
False Appearance: The black tree can only be •• Forest animals will be skittish and nervous
distinguished from a normal tree by means of within the area. Hunting attempts are at
magic, or a DC 20 Intelligence (Lore) check. disadvantage, as is any attempt to approach
and befriend an animal.
Actions Note that the tree can attempt to use Slow Grasp
Multiattack: The black tree takes two actions against someone who is not Unconscious.
from Slow Grasp, Pull In, Squeeze, and However, since it does not have multi-attack
Consume, in any combination. and has a large attack penalty, this is unlikely
Lull to Sleep: The black tree attempts to lull all to succeed without the advantage that
nearby humanoids (within its space and up to 5 Unconsciousness gives.
feet beyond) to sleep. A DC 18 Wisdom check is
needed to resist. Failure causes the target(s) to
become Unconscious for one minute. After one
minute, or when attacked, moved, or affected
in some other way that would disturb normal
sleep, a target gains a new saving throw;
success ends the Unconscious effect. Once a
target has succeeded at a saving throw, it is
immune to the black tree’s Lull to Sleep action
for 24 hours.
Slow Grasp: Melee Grapple Attack: -4 to hit,
ignores armour, reach 5 ft., one target. Hit:
the target becomes grappled by the black tree,
with an escape DC of 19. 15 points of slashing
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Dragons Cold-Drake
By the late Third Age, the only great dragon left is Large dragon
Smaug—who is, of course, killed in the events of Armor Class 17 (natural armor)
The Hobbit. Other lesser dragons might still exist, Hit Points 133 (14d10 + 56)
however. Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
“Cold-drakes” and “Fire-drakes” are both STR DEX CON INT WIS CHA
referred to. Some dragons can fly, while
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)
others are flightless. One, Scatha, is referred
to as a “long-worm”, but what that means is Saving Throws Dex +3, Con +7, Wis +3, Cha +4
not explained. The long-worm here is purely Skills Perception +6, Stealth +3
speculative, since we see no examples of these in Damage Immunities cold
Tolkien’s works. We’ve set them up as tunnelers Senses blindsight 30 ft., darkvision 120 ft.,
within the earth, and made them stronger than passive Perception 16
the other two varieties given, on the idea that Languages Common, Draconic
such a lifestyle would better protect them from Challenge 6 (2,300 XP)
dangers.
Ice Walk: The dragon can move across and climb
icy surfaces without needing to make an ability
check. Additionally, difficult terrain composed
of ice or snow doesn’t cost it extra movement.

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.

This is a small Cold-Drake, perhaps 20 feet long.

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Fire-Drake Long-Worm
Large dragon Huge monstrosity
Armor Class 18 (natural armor) Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85) Hit Points 188 (15d12 + 90)
Speed 40 ft., climb 40 ft., fly 80 ft. Speed 40 ft., burrow 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) 25 (+7) 7 (-2) 22 (+6) 5 (-3) 8 (-1) 4 (-3)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Damage Immunities acid
Skills Perception +8, Stealth +4 Saving Throws Con +11, Wis +4
Damage Immunities fire Senses blindsight 30 ft., tremorsense 60 ft.,
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 9
passive Perception 18 Languages —
Languages Common, Draconic, possibly others Challenge 14 (11,500 XP)
Challenge 10 (5,900 XP)
Tunneler: The long-worm can burrow through
Actions solid rock at half its burrow speed and leaves a
Multiattack: The dragon makes three attacks: 10-foot-diameter tunnel in its wake.
one with its bite and two with its claws.
Actions
Bite: Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 17 (2d10 + 6) piercing Multiattack: The long-worm makes two attacks
damage plus 3 (1d6) fire damage. with Bite and Claw. No more than one may be
Claw: Melee Weapon Attack: +10 to hit, reach with Bite.
5 ft., one target. Hit: 13 (2d6 + 6) slashing Bite: Melee Weapon Attack: +7 to hit, reach
damage. 10 ft., one target. Hit: 20 (3d8 + 7) piercing
Fire Breath (Recharge 5-6): The dragon exhales damage. If the target is a Large or smaller
fire in a 30-foot cone. Each creature in that area creature, it must succeed on a DC 19 Dexterity
must make a DC 17 Dexterity saving throw, saving throw or be swallowed by the worm. A
taking 56 (16d6) fire damage on a failed save, swallowed creature is Blinded and Restrained,
or half as much damage on a successful one. has total cover against attacks and other
Frightful Presence: Each creature of the effects outside the worm, and takes 21 (6d6)
dragon’s choice that is within 120 feet of the acid damage at the start of each of the worm’s
dragon and aware of it must succeed on a DC turns. If the worm takes 30 damage or more on
15 Wisdom saving throw or become Frightened a single turn from a creature inside it, the worm
for 1 minute. A creature can repeat the saving must succeed on a DC 21 Constitution saving
throw at the end of each of its turns, ending throw at the end of that turn or regurgitate
the effect on itself on a success. If a creature’s all swallowed creatures, which fall Prone
saving throw is successful or the effect ends in a space within 10 feet of the worm. If the
for it, the creature is immune to the dragon’s worm dies, a swallowed creature is no longer
Frightful Presence for the next 24 hours. Restrained by it and can escape from the corpse
by using 20 feet of movement, exiting Prone.
This is a fairly small fire-drake, perhaps 20 to 30 Claw: Melee Weapon Attack: +7 to hit, reach
feet long, including tail and neck. 5 ft., one target. Hit: 14 (2d6 + 7) slashing
damage.
Spit Acid (Recharge 5-6): The long-worm spits a
glob of acid at a target within 40 ft. The target
must make a Dexterity saving throw against
DC 13. On a failure, the target takes 52 (15d6)
damage; success halves the damage taken.
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animals and humanoids may need fruit and
Ents wood, but taking a great deal at once will be
Huge plant considered harm.
Armor Class 16 (natural armor) •• Wisdom (Survival) checks to find good food
Hit Points 138 (12d12 + 60) and water are at advantage in an ent-forest.
Speed 30 ft.
STR DEX CON INT WIS CHA Technically speaking, ents can only awaken
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) huorns. However, since ents tend to dwell near
huorns, and player characters generally have
Damage Resistances bludgeoning, piercing no way to tell huorns from ordinary trees, and
Damage Vulnerabilities fire whether any given tree is a huorn is up to the
Senses passive Perception 13 GM, we treat this as functionally equivalent.
Languages Ent, Common, possibly Sindarin
Challenge 9 (5,000 XP)

False Appearance: While the ent remains


motionless, it is indistinguishable from a
normal tree.
Siege Monster: The ent deals double damage to
objects and structures.

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).

Keen Sight: The eagle has advantage on Wisdom


(Perception) checks that rely on sight.

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.

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Hell Hawks Actions
The Nazgûl, after losing their horses, are later Multiattack: The hell hawk makes two attacks:
mounted on flying steeds. These are variously one with its bite and one with its claws.
described as “Hell Hawks” (by Beregond), “fell Bite: Melee Weapon Attack: +7 to hit, reach 10
beasts”, or “Nazgûl-birds”. In describing the Battle ft., one creature. Hit: 15 (2d10 + 4) piercing
of Pelennor Fields, Tolkien calls them “naked” damage.
with “neither quill nor feather”, but “webs of hide Claws: Melee Weapon Attack: +7 to hit, reach
between horned fingers; and it stank”. It is also 5 ft., one target. Hit: 13 (2d8 + 4) slashing
said to attack with “beak and claw”. While this damage.
sounds like some sort of pterodactyl, Tolkien later Terrible Screech: The hell hawk makes a
wrote that he did not intend it to be one, although screeching sound. Enemies within 120 feet and
it was “obviously … pterodactylic”. aware of the source of the screeching must
succeed on a DC 16 Wisdom saving throw or
Large beast become Frightened for 1 minute. A creature can
Armour Class 16 (natural armour) repeat the saving throw at the end of each of its
Hit Points 110 (13d10 + 39) turns, ending the effect on itself on a success.
Speed 20 ft., fly 80 ft. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to the
STR DEX CON INT WIS CHA
hell hawk’s Terrible Screech for the next 24
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2) hours.
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Unknown; most likely either does not
speak, or Black Speech
Challenge 6 (2,300 XP)

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Oliphaunts Actions
Called mûmakil (singular mûmak) in Gondor Gore: Melee Weapon Attack: +12 to hit, reach
and annabon (‘long-snout’) in Sindarin, these 5 ft., one target. Hit: 22 (3d8 + 9) piercing
creatures are described as being larger than damage.
a house, with legs like trees. A shot to the eye Stomp: Melee Weapon Attack: +12 to hit, reach
was supposed to be the surest way of killing 5 ft., one Prone creature. Hit: 25 (3d10 + 9)
one - arrows would not normally penetrate their bludgeoning damage.
leathery hides, and horses were afraid of them.

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.

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See the Soul: The shade can sense the
Shades approximate level of Corruption of a character.
The spirits of Men who were unable to pass on Evil shades may be drawn to those of high
to the afterlife. A minor disembodied wraith Corruption.
might use these stats, and barrow-wight when
Actions
embodied.
Withering Touch: Melee Weapon Attack: +5
Medium undead to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
Armour Class 11 necrotic damage.
Hit Points 45 (10d8) Horrifying Visage: Each non-undead creature
Speed 0 ft., fly 40 ft. (hover) within 60 feet of the shade that can see it must
succeed on a DC 13 Wisdom saving throw or
STR DEX CON INT WIS CHA
be Frightened for 1 minute. A Frightened target
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) can repeat the saving throw at the end of each
Damage Resistances acid, fire, lightning, of its turns, ending the Frightened condition on
thunder itself on a success. If a target’s saving throw is
Damage Immunities cold, necrotic, poison successful or the effect ends for it, the target is
Condition Immunities Charmed, Exhaustion, immune to this shade’s Horrifying Visage for
Frightened, Grappled, Paralyzed, Petrified, the next 24 hours.
Poisoned, Prone, Restrained
Senses darkvision 60 ft., passive Perception 11 Regional Effects
Languages any languages it knew in life An area inhabited by shades will have the
Challenge 4 (1,100 XP) following effects at night:
•• Mist rises even when it should not, causing
Incorporeal: The shade is not affected by disadvantage on Wisdom (Perception)
normal weapons. Magical weapons do full checks.
damage; Elven weapons half damage.
•• The area will seem unnaturally cool.
Incorporeal Movement: The shade can move
through other creatures and objects as if they •• Animals avoid the area at night, placing
were difficult terrain. It takes 5 (1d10) force disadvantage on Wisdom (Survival) checks
damage if it ends its turn inside an object. to trap animals or find ones to hunt.

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Spiders Giant Spider
The Great Spiders are of three types: Large beast
Armour Class 14 (natural armour)
Giant Spiders—a sentient race of huge spiders. Hit Points 26 (4d10 + 4)
These include the ones infesting Mirkwood. Speed 30 ft., climb 30 ft.
We provide two versions of this: a Large Giant STR DEX CON INT WIS CHA
Spider, and a Medium "Attercop".
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Umaiar Spiders—Maiar who took the form of Skills Stealth +7


giant spiders upon joining Morgoth. Ungoliant Senses blindsight 10 ft., darkvision 60 ft., passive
was one of these; how many there might have Perception 10
been, and what their fates were, is unknown. Languages —
Ungoliant is described as being able to weave Challenge 1 (200 XP)
webs of Unlight, which caused her lair to be
full of darkness. D&D’s darkness spell could Spider Climb: The spider can climb difficult
be a property of an umaiar’s webs, possibly surfaces, including upside down on ceilings,
in a more-powerful variant which can’t be without needing to make an ability check.
counteracted by a simple light spell. Her webs Web Sense: While in contact with a web, the
were later used to create a cloak of either spider knows the exact location of any other
darkness or invisibility (depending on version of creature in contact with the same web.
the story). Web Walker: The spider ignores movement
restrictions caused by webbing.
Spawn of Ungoliant—Ungoliant mated with
Actions
mortal giant spiders, giving rise to these.
Because they are part demon, they are Bite: Melee Weapon Attack: +5 to hit, reach 5 ft.,
immortal, and larger, stronger, and smarter one creature. Hit: 7 (1d8 + 3) piercing damage,
than the normal giant spiders. Shelob is one of and the target must make a DC 11 Constitution
these. saving throw, taking 9 (2d8) poison damage
The example given here is fairly weak - not a on a failed save, or half as much damage on a
child of Ungoliant, but perhaps a great-great- successful one. If the poison damage reduces
grandchild. the target to 0 hit points, the target is stable but
Poisoned for 1 hour, even after regaining hit
points, and is Paralyzed while Poisoned in this
way.
Web (Recharge 5-6): Ranged Weapon Attack:
+5 to hit, range 30/60 ft., one creature. Hit:
The target is Restrained by webbing. As an
action, the Restrained target can make a DC
12 Strength check, bursting the webbing on a
success. The webbing can also be attacked and
destroyed (AC 10; hp 5; vulnerability to fire
damage; immunity to bludgeoning, poison, and
psychic damage).

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Spawn of Ungoliant Attercop
Huge beast Medium beast
Armour Class 18 (natural armour) Armour Class 14
Hit Points 74 (9d12 + 18) Hit Points 6 (1d8 + 2)
Speed 40 ft., climb 40 ft. Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+2) 10 (0) 13 (+1) 7 (-2) 11 (0) 16 (+3) 12 (+1) 2 (-4) 12 (+1) 4 (-3)
Skills Acrobatics +5, Riddle +4, Stealth +7 Skills Perception +3, Stealth +5
Senses blindsight 20 ft., darkvision 60 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 11 Perception 13
Languages Common and/or Black Speech Languages -
Challenge 3 (700 XP) Challenge 1/8 (25 XP)

As Giant Spider, except: As Giant Spider, except:

Dark-Blending: The demon-spider gains


advantage for Dexterity (Stealth) checks in Actions
darkness. Bite: +5 to hit, 2 (1d4) piercing damage, DC 9
Constitution saving throw.
Actions
Leap: The attercop jumps 20 feet horizontally,
Bite: +7 to hit, 9 (1d8+5) piercing damage, DC 13 or 10 feet vertically. This action may be taken
Constitution saving throw. in place of normal movement. No Strength
Dark-Spin: The spider creates an area of magical (Athletics) check is required for such leaping.
darkness 15 feet across, lasting 1 minute. This Web (Recharge 6): DC 12 Strength check.
requires magical light to pierce.
Web (Recharge 5-6): DC 15 Strength check, 8 hp.

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Trolls Stone Troll
Treebeard says that the trolls were “made in Large giant
mockery” of ents. Gothmog, the Lord of Balrogs, Armour Class 11 (hide armour)
had a bodyguard of them. Hurin faced trolls, Hit Points 59 (7d10 + 21)
managing to kill many of them because of Speed 40 ft.
Morgoth’s orders that he be captured alive, but STR DEX CON INT WIS CHA
their blood melted his axe. There is a reference to
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
“men-like half-trolls” during the Battle of Pelennor
Fields. Skills Athletics +6
Senses darkvision 60 ft., passive Perception 8
Stone Trolls (possibly aka “Hill Trolls”)— Languages Common (Low dialect)
appearing in The Hobbit, these turn to stone Challenge 2 (450 XP)
in sunlight, speak a debased form of Westron
(rendered as Cockney English in The Hobbit), Big-Handed: gains +2 to Grapple, both to attack,
and seem to be quite stupid. and to the save difficulty to escape its grasp.
The troll may keep a Medium-sized or smaller
Two-Headed Trolls—mentioned, but not seen, in opponent grappled with one hand, allowing it
The Hobbit. They’re said to be more ferocious to take other actions with the free hand while
than the one-headed sort. maintaining the grapple.
Mischievous Purse: When attempting to
Cave Trolls—seen in Moria. They have dark pickpocket a Stone Troll, the DC is 15. If
greenish scales and black blood, and hide so successful, the purse will contain one-half the
thick, Boromir’s sword was notched by striking troll’s generated treasure. If unsuccessful, the
one, doing no damage to the troll. They are not troll automatically notices the attempt.
invulnerable, though, as Frodo impales the Turns to Stone in Sunlight.
“toeless” foot of one with Sting.
Actions
Mountain Trolls—mentioned to have Grab: Melee Grapple Attack: +8 to
wielded the great battering ram hit, reach 5 ft., one target. Hit: target is
Grond to shatter the gates of grappled. Escape DC 18.
Minas Tirith. Presumably strong Greatclub: Melee Weapon Attack: +6 to
even for trolls. hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage.
Olog-hai—“strong, agile, fierce, Squeeze: Melee Weapon Attack: only on
and cunning” trolls created grappled opponent, one target. Does 7
by Sauron. They are able to (1d4 + 4) bludgeoning damage.
withstand sunlight… at least Thrown Object: Melee or Ranged Weapon
while under Sauron’s Attack: +1 to hit, range 30/120 ft., one
control. target. Hit: 9 (1d8 + 4) bludgeoning
damage. This may be a rock, barrel,
Snow Trolls—Helm log, or similar object.
Hammerhand is said to have
been like a snow troll when he
went out in white during the
Long Winter to stalk and
slay his enemies. This
seems to imply that snow
trolls are white and live in
cold places.
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Cave Troll Two-Headed Troll
Large giant Large giant
Armour Class 15 (natural armour) or 18 Armour Class 11 (hide armour)
(natural armour and steel plates) Hit Points 68 (8d10 + 24)
Hit Points 84 (8d10 + 40) Speed 40 ft.
Speed 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 16 (+3) 5 (-3) 10 (0) 6 (-2)
22 (+6) 10 (0) 20 (+5) 7 (-2) 9 (-1) 7 (-2) Skills Perception +4
Damage Resistances piercing, bludgeoning, Senses darkvision 60 ft., passive Perception 14
and slashing damage from nonmagical attacks Languages Common (Low dialect)
with weapons that are not Elven Challenge 3 (700 XP)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12 Big-Handed: gains +2 to Grapple, both to attack,
Languages Black Speech and/or Common (Low and to the save difficulty to escape its grasp.
dialect) The troll may keep a Medium-sized or smaller
Challenge 5 (1,800 XP) opponent grappled with one hand, allowing it
to take other actions with the free hand while
Big-Handed: gains +2 to Grapple, both to attack, maintaining the grapple.
and to the save difficulty to escape its grasp. Two-Headed: The two-headed troll has
The troll may keep a Medium-sized or smaller advantage on Wisdom (Perception) checks
opponent grappled with one hand, allowing it and on saving throws against being Blinded,
to take other actions with the free hand while Charmed, Deafened, Frightened, Stunned, and
maintaining the grapple. knocked Unconscious.
Turns to Stone in Sunlight: Note that cave trolls Wakeful: When one of the two-headed troll’s
under the control of Sauron are immune to this. heads is asleep, the other head is awake.
Turns to Stone in Sunlight.
Actions
Actions
Multiattack: The troll makes two fist, grab, or
squeeze attacks, in any combination. Multiattack: The two-headed troll makes two
Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., attacks, choosing any combination of Grab,
one target. Hit: 13 (2d6 + 6) piercing damage. Greatclub, Squeeze, and Throw Object that
Fist: Melee Weapon Attack: +9 to hit, reach 5 makes sense (e.g., it can’t make two Greatclub
ft., one target. Hit: 11 (1d8 + 6) bludgeoning attacks unless it has one in each hand).
damage. Grab: Melee Grapple Attack: +9 to hit, reach 5
Grab: Melee Grapple Attack: +9 to hit, reach 5 ft., one target. Hit: target is grappled. Escape DC
ft., one target. Hit: target is grappled. Escape DC 18.
18. Greatclub: Melee Weapon Attack: +7 to hit,
Squeeze: Melee Weapon Attack: only on reach 5 ft., one target. Hit: 14 (2d8 + 5)
grappled opponent, one target. Does 9 (1d4 + 6) bludgeoning damage.
bludgeoning damage. Squeeze: Melee Weapon Attack: only on
grappled opponent, one target. Does 8 (1d4 + 5)
bludgeoning damage.
Thrown Object: Melee or Ranged Weapon
Attack: +1 to hit, range 30/120 ft., one target.
Hit: 10 (1d8 + 5) bludgeoning damage. This may
be a rock, barrel, log, or similar object.

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Tolkien uses the term ‘vampire’ for bat-like
Vampires creatures that served Morgoth and Sauron. Little
Large beast is mentioned about them, but we have the name
Armor Class 13 of one: Thuringwethil, which means “woman
Hit Points 22 (4d10) of the secret shadow”. She’s described as a
Speed 20 ft., fly 80 ft. messenger of Sauron, bat-like, with barbed wings
that have an iron claw at each joint.
STR DEX CON INT WIS CHA Sauron himself sometimes assumed the
16 (+3) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2) form of one, and is described once as flying over
Senses blindsight 60 ft., passive Perception 11 forests in that form “dripping blood from his
Languages Unknown; possibly none, or Black throat”—so Tolkien’s vampires may drink blood.
Speech The only mentions of them are set in the First
Challenge 1 (200 XP) Age, but it’s possible that some survived to the
Third, or that there were lesser descendants of
Echolocation: The vampire can’t use its them who did. Bat-like vampires have appeared
blindsight while Deafened. in Middle-Earth-based games before.
Flight Agility: When flying, the vampire can
Disengage as a bonus action on its turn.
Keen Hearing: The vampire has advantage
on Wisdom (Perception) checks that rely on
hearing.

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.

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Wargs and Werewolves Wargs
These are described as giant wolves, with Large monstrosity
malevolent intelligence. Orcs sometimes ride Armour Class 13 (natural armour)
wargs into battle. Hit Points 26 (4d10 + 4)
The werewolves are servants of Morgoth, Speed 50 ft.
wolves inhabited by dreadful spirits—possibly STR DEX CON INT WIS CHA
either lesser fallen Maiar, or the spirits of
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)
orcs. They are not shapeshifters, and are
only definitely known to exist in the First Age. Skills Perception +4
(Although Gandalf mentions them in The Senses darkvision 60 ft., passive Perception 14
Fellowship of the Ring, telling Frodo “not all Languages Common (Orcish dialect) and/or
of Sauron’s servants and chattels are wraiths; Black Speech
there are Orcs and Trolls, there are Wargs and Challenge 1/2 (100 XP)
werewolves.”
The wargs are similar, but less powerful. Keen Hearing and Smell: The warg has
They could be descended from the werewolves advantage on Wisdom (Perception) checks that
(similar to the Spawn of Ungoliant), or might be rely on hearing or smell.
an attempt by Sauron to create more werewolves,
Actions
resulting in less powerful creatures.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage. If
the target is a creature, it must succeed on a DC
13 Strength saving throw or be knocked Prone.

A Middle-Earth Bestiary 1.01 7yE `C xjt#93H `C w7~Nx hE 5~B5


23
Werewolves White Wolves
Huge monstrosity Large monstrosity
Armour Class 15 (natural armour) Armour Class 13 (natural armour)
Hit Points 85 (10d12 + 20) Hit Points 60 (8d10 + 16)
Speed 60 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 15 (+2) 12 (+1) 14 (+2) 8 (-1) 18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
Damage Resistances bludgeoning, piercing, Skills Perception +5, Stealth +3
and slashing from nonmagical attacks with Damage Immunities cold
weapons that are not silver or Elven Senses passive Perception 15
Skills Perception +4 Languages Common (Orcish dialect) and/or
Senses darkvision 60 ft., passive Perception 14 Black Speech
Languages Common (Orcish dialect) and/or Challenge 2 (400 XP)
Black Speech
Challenge 5 (1,800 XP) Keen Hearing and Smell: The white wolf has
advantage on Wisdom (Perception) checks that
Keen Hearing and Smell: The werewolf has rely on hearing or smell.
advantage on Wisdom (Perception) checks that Pack Tactics: The winter wolf has advantage on
rely on hearing or smell. an attack roll against a creature if at least one
of its allies is within 5 feet of the creature and
Actions the ally isn't Incapacitated.
Multi-Attack: The werewolf makes 2 attacks: Snow Camouflage: The white wolf has
one bite and one claw. advantage on Dexterity (Stealth) checks made
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., to hide in snowy terrain.
one target. Hit: 14 (2d8 + 5) piercing damage. If
Actions
the target is a creature, it must succeed on a DC
15 Strength saving throw or be knocked Prone. Bite: Melee Weapon Attack: +6 to hit, reach 5 ft.,
Claw: Melee Weapon Attack: +8 to hit, reach 5 one target. Hit: 11 (2d6 + 4) piercing damage. If
ft., one target. Hit: 9 (1d8 + 5) piercing damage. the target is a creature, it must succeed on a DC
Terrifying Howl (recharge after Short Rest): 14 Strength saving throw or be knocked Prone.
Each non-ally creature within 60 feet of the Pack Howl (recharge after Short Rest): Four
werewolf that can hear it must succeed on a or more white wolves acting in concert, all
DC 15 Wisdom saving throw or be Frightened within a 50-foot area, utter a howl. Each non-
for 1 minute. A Frightened target can repeat ally creature within 60 feet of any of the wolves
the saving throw at the end of each of its turns, that can hear must succeed on a DC 14 Wisdom
ending the Frightened condition on itself on a saving throw or be Frightened for 1 minute. A
success. If a target’s saving throw is successful Frightened target can repeat the saving throw
or the effect ends for it, the target is immune to at the end of each of its turns, ending the
Terrifying Howl for the next 24 hours. Frightened condition on itself on a success. If a
target’s saving throw is successful or the effect
ends for it, the target is immune to Pack Howl
for the next 24 hours.

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normal suffocation rules apply: a target can hold
Watcher in the Water its breath for 1 + Constitution modifier minutes
All we see of the Watcher in the Water at Moria is (minimum 30 seconds). After that, it survives
its tentacles: "pale green and luminous and wet", without air for a number of rounds equal to its
with "fingered end[s]". There are many of them, Constitution modifier (minimum 1 round), then
and the water seems to boil, and a "hideous drops to 0 hit points and is dying.
stench" comes up.
After the Fellowship enters the doors and
escapes the Watcher, it slams them shut, and,
Gandalf guesses, piles boulders and trees before
them. Obviously, it is monstrously strong.

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)

Hidden in the Deeps: The Watcher normally


keeps its body underwater, only reaching out
with its tentacles to attack. It gains advantage
on Dexterity (Stealth) checks on creatures that
are not in the water when it is. Further, the
water provides it with Resistance to fire-based
attacks.

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
A Middle-Earth Bestiary 1.01 7yE `C xjt#93H `C w7~Nx hE 5~B5
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