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CREATURES OF MIDDLE-EARTH
A BESTIARY OF ANIMALS AND MONSTERS
CONTENTS
1.0 INTRODUCTION
2.0 USING CREATURES OF MIDDLE-EARTH
3.0 GUIDELINES
3.1 ABBREVIATIONS
3.2 DEFINITIONS
3.3 CONVERTING STATISTICS
3.31 Converting Hits and Bonuses
3.32 Converting Statistics for Any Major FRP System
3.33 A Note on Levels
3.4 DESCRIPTIVE CODES
3.41 Favored Climate
3.42 Favored Environment
3.43 Frequency of Encounters
3
3
4
4
5
5
5
5
5
5
6
6
7
14
17
19
25
28
32
38
6.7 GIANT SPIDERS AND INSECTS
6.8 UNDEAD BEINGS
55
56
59
59
7.0 GENERATION AND ENCOUNTERS
7.1 GENERATING CREATURES
7.2 ENCOUNTERS
8.0 TABLES
8.1 MASTER ANIMAL TABLE
8.2 MASTER MONSTER TABLE
8.3 SPECIFIC CREATURES TABLE
60
62
63
FORWARD
Fantasy role playing is akin to a living novel where the
players are the main characters. Under the guidance of a
referee, or "Gamemaster," each player guides his or her
character and, in the process, helps to write a new story.
Each game is a new and unique adventure.
This work is part of a series designed as a flexible tool for
Gamemasters who wish to introduce major animals and
monsters from
The Hobbit
or
The Lord of the Rings
into
their fantasy games. ICE's
Creatures of Middle-earth
is a
compendium of the remarkable creatures found in the works
of J.R.R. Tolkien. A game supplement, it is a statistical
reference for use with most major fantasy role playing
games.
This supplement is based on extensive research and attempts
to meet the high standards associated with the Tolkien
legacy. Rational linguistic, cultural, and geological data are
employed. Interpretive material has been included with
great care and fits into defined patterns and schemes. ICE
does not intend it to be the sole view; instead, we hope to give
the reader the thrust of the creative processes behind, and
nature of, each creature.
This is an authorized secondary work. It is specifically based
on
The Hobbit
and
The Lord of the Rings,
and it has been
developed so that no conflict exists with any of the other
primary publications. Of course, always remember that the
ultimate sources of information are the works of Professor
J.R.R. Tolkien. Posthumous publications edited by his son
Christopher shed additional light on the world of Middle-
earth.
4.0 ORIGINS
4.1 ARDA'S CREATURES
4.2 MORGOTH'S MONSTERS
5.0 ANIMAL GLOSSARY
5.1 BATS AND BIRDS
5.2 WATER BEASTS
5.3 POTILI (INSECTS & SPIDERS)
5.4 RÁVATSAR (AMPHIBIANS & REPTILES)
5.5 LASSANAKÛNI (LEAF-EATERS)
5.6 RIDING AND DRAFT ANIMALS
5.7 APSANAKÛNI (MEAT-EATERS)
5.8 OTHER DANGEROUS ANIMALS
6.0 MONSTER GLOSSARY
6.1 DEMONIC WATER MONSTERS
6.2 DEMONS
6.3 DRAGONS
6.31 Cave Drakes
6.32 Cold-drakes
6.33 Fire-drakes
6.34 Water Drakes
6.35 Were-worms
6.4 FLYING MONSTERS
6.5 GIANT RACES
6.51 Giants
6.52 Trolls
6.6 PÛKEL-CREATURES
41
42
46
48
48
50
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54
© Copyright 1988 TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Inc., Berkeley, CA.
Creatures of Middle-earth. The
Hobbit,
and
The Lord of the Rings,
and all characters and places therein, are trademark properties of TOLKIEN ENTERPRISES.
Produced and distributed by IRON CROWN ENTERPRISES.Inc., P.O. Box 1605, Charlottesville, VA 22902.
Stock # 8005
First U.S. Edition, Nov. 1988.
ISBN 1-55806-019-7
2
Introduction & Using Creatures of Middle-earth & Guidelines
Each creature is described in terms of its appearance, motiva-
tions, characteristics, and background. In addition, we provide
charts containing a listing of each individual's game statistics —
its Profession, Stats, Skills, and items — with statistics for both
Middle-earth Role Playing
and
Rolemaster
game systems.
None of the creatures in
Creatures of Middle-earth
is given the
exhaustive treatment found in the creature studies in ICE's
Middle-earth Campaign Modules. Instead, the emphasis is on
providing significantly pertinent information. A creature's home
and principal possessions, for instance, are listed but they are not
described in any great detail. These works are game supplements,
general aids; they are not substitutes for products that focus on
particular places or individuals.
The material in
Creatures of Middle-earth
is drawn from au-
thorized sources and, wherever reasonable, these entries provide
citations to pertinent sections in
The Hobbit
and
The Lord of the
Rings.
Where ICE has extrapo-
lated information, the entry cites
ICE's
Middle-earth Role Play-
ing
rules and supplements.
More information about the
works and the use of these cita-
tions is located in the Guidelines
section described above.
CREATURE GENERATION AND
ENCOUNTERS
A section on generating crea-
tures is located near the end of
Creatures of Middle-earth.
This section provides (1) a
means to quickly generate crea-
tures. (2) tips for dealing with
high level ( 1 1 t h level or higher)
creatures; (3) guidelines for
creatures using of power (e.g.,
spells and magic items); and (4)
complete guidelines and tables
for handling encounters.
TABLES
At the end of
Creatures of
Middle-earth
is a description of
the animals and monsters in
terms of
Middle-earth Role
Playing
and
Rolemaster
gaming
statistics. This section is divided
into three parts; (1) 'ordinary'
animals, (2) extraordinary
beasts and monsters, (3) promi-
nent individual animals, creatures, and beings of power.
1.0 INTRODUCTION
How would you like to duel Smaug the Golden or hunt a Kraken
in rough waters of the Sundering Sea? Could you out race a Fell
Beast or vanquish an undead Barrow-wight? Have you ever tried
to tame a Wild Kine or elude a hungry pack of Wargs? Now you
can
try.
Creatures of Middle-earth
permits you to meet Endor's most
prominent or powerful creatures, the famous or infamous beasts
and monsters who affect the history of the Middle Land. You can
call forth all of the major creatures found in J.R.R. Tolkien's
The
Hobbit
and
The Lord of the Rings.
Like the three volume
Lords
of Middle-earth
series, this work is a comprehensive supplement
intended to provide role players with a single source of informa-
tion for indexing and generating creatures for their Middle-earth
adventures and campaigns.
2.0 USING
CREATURES OF
MIDDLE-EARTH
Creatures of Middle-earth
is
divided into four parts:
(1) GUIDELINES — a section
devoted to abbreviations, a cita-
tion key, and notes on converting
statistics and adapting this work
to any major fantasy role play ing
game;
(2) CREATURE GLOSSARY -
sections describing the general
character and principal individ-
ual animals and monsters found
in Middle-earth; and
(3) CREATURE GENERATION
AND ENCOUNTERS
a sec-
tion providing a sampling of stats
and bonuses for typical crea-
tures, together with guidelines
for generating and handling high
level creatures in any fantasy role
playing game. In addition, this
section covers encounters.
(4) TABLES—-tables summariz-
ing the statistical nature of all the
creatures covered in Part Two.
GUIDELINES
The Guidelines provide the means to use
Creatures of Middle-
earth
in your fantasy role playing game. This section includes ab-
breviations, definitions of game terminology, and conversion
notes. Since this work is described in terms of ICE's.
Middle-earth
Role Playing
and
Rolemaster
game systems, we include provi-
sions for translating game stats and bonuses for use with other
games.
CREATURE GLOSSARY
Each section in the Creature Glossary begins with a survey of
the creature group's general history and features an analysis of the
group's subgroupings (e.g., Great Drakes versus Wereworms).
An alphabetical compilation of individual creatures follows each
general survey.
3.0 GUIDELINES
Space does not permit us to spell out every thought or include
statistics for every major role playing game system, so we include
the following abbreviations, definitions, citation guidelines, and
conversion notes.
Section 3.1 covers abbreviations. Definitions of frequently
employed game terms are set out in Section 3.2, while Section 3.3
enables readers to translate statistics into numbers usable in most
other fantasy role playing games. Section 3.4 deals with an
explanation of the codes used in the creature glossaries.
Using Creatures of Middle-earth & Guidelines: Abbreviations & Definitions
3
3.1 ABBREVIATIONS
The most commonly used abbreviations are listed here alpha-
betically according to sub-categories.
FH
MERP
RM
Hob
LotR
LotRI
LotRII
LotRIII
GAME SYSTEMS
Fantasy Hero
Middle-earth Role Playing
Rolemaster
SOURCES
The Hobbit
(Ballantine ed.)
The Lord of the Rings
(Ballantine ed.)
The Fellowship of the Ring
(Ballantine ed.)
The Two Towers
(Ballantine ed.)
The Return of the King
(Ballantine ed.)
CHARACTER STATS
Ag
Agility(RM/MERP)
Me ....Memory(RM)
Co
Constitution(RM/MERP)
Ig
Intelligence(MERP)
St
Strength(RM/MERP)
Re
Reasoning(RM)
PR
Presence(RM/MERP)
Em
....Empathy(RM)
It(In) Intuition(RM/MERP)
Qu
Quickness(RM)
Sd
Self Discipline(RM)
GAME TERMS
AT Armor Type
Lvl
Level (exp. or spell level)
bp
bronze piece(S)
MA
Martial Arts
cp
copper piece(s)
Mod ....Modifier or Modification
Crit ....Critical strike
mp
mithril piece(s)
D
Die or Dice
NPC ....Non-player Character
D100.. Percentile Dice Result
OB
Offensive bonus
DB
Defensive Bonus
PC
Player Character
FRP ...Fantasy Role Playing
PP
Power Points
GM ....Gamemaster
R or Rad
Radius
gp
gold pieces(s)
Rnd or Rd
Round
ip
ironpiece(s)
RR
Resistance Roll
jp
jade piece(s)
Stat Statistic or Characteristic
tp
tin piece(s)
MIDDLE-EARTH TERMS
Adûnaic
Kh
Khuzdul (Dwarvish)
Ap
Apysaic
LotR ... The Lord of the Rings
BS Black Speech
Or
Orkish
D
Dunael (Dunlending)
P
Pcl
Du
Daenael (Old Dunael)
Q
Quenya
E
Edain
R
Rohirric
El
Eldarin
Rh
Rhovanion
Es
Easterling
S
Sindarin
LA ....First Age
S.A Second Age
F.A.... Fourth Age
Si
Silvan Elvish
Hi
Hillman
T.A
Third Age
H
Hobbitish(Westron variant) Teng ...Tengwar
Har.... Haradrim
V
Variag
Hob ...Hobbit
W
Westron(Common Spch)
Kd
Kuduk(ancient Hobbitish)
Wo Wose (Drúedain)
A
Aman:
(Blessed Realm) The continent west of Middle-earth,
across the Belegaer (Great Sea). It contains Valinor (the home of
most Valar and Maiar and many Elves), mainland Eldamar, and
the Halls of Awaiting (the place of the dead).
Arda:
(The Place) The entire world created by Eru, through his
servants the Valar, including Endor (Middle-earth) and Aman but
not Menel (Heaven). In the First Age and most of the Second Age
it is circular and flat, but in the Third Age, it is remade as a sphere.
Belegaer:
(S. "Great Sea.") The ocean which separates Aman (to
the west) from Middle-earth (to the east). Also called the Mighty
Sea or Sundering Sea.
Beleriand:
(Great Country) The northwesternmost part of the
continent, it is the area of Middle-earth west of the Blue Moun-
tains. Most of this land sinks into the ocean and is destroyed in the
cataclysmic battle that ends the First Age. The surviving portions
of Beleriand are called Lindon. Also called the Great Land or
Country of Balar.
Drake:
A term typically synonymous with Dragon but of a
slightly more generalized nature.
3.2 DEFINITIONS
The majority of unique terms are described later in the text.
Those defined below, however, are frequently used or very impor-
tant terms.
Animal: Any creature born of the Great Music, the Song of
Creation or Ainulindalë. These creatures were conceived by Eru
and entered Arda according to His scheme.
Eä:
(Q. "Existence.") Eä is all that is, the whole of Eru's Creation
and includes Arda and Heaven (Menel). Bom out of the Great
Music (Ainulindalë) that defined the divine order of existence, it
remains bound by the patterns (Essence) of the Song. Outside of
Eä are the Timeless Halls of Eru (The One) and the Ainur (Holy
Spirits) and the Timeless Halls (Nothingness).
Encircling Sea:
(Q. "Ekkaia.") The great ocean that encircles
Arda. It lies south, east, and north of Middle-earth. (The Belegaer
lies to the west.) Also called the Outer Sea. In the First Age and
late Second Age it was surrounded by the Walls of Night; but, in
the late Second Age, when Arda was remade as a sphere, it
circumscribed and covered most of the world.
Endor:
(S. "Middle Land"; aka "Middle-earth."). Endor is the
Sindarin Elvish label for the Middle Continent of Arda. Also
called Ennor or Endóre.
Fell:
Adjective describing creatures who are evil, fierce, savage,
cruel, ruthless, dreadful, and/or terrible.
Haragaer:
(S. "South Sea.") The ocean south of Middle-earth.
Part of the Ekkaia, or "Encircling Sea," the Haragaer separates
Endor from the lands of the Utter South.
Huorn:
Enchanted trees or Tree-creatures, or extremely seden-
tary Ents.
4
Guidelines: Converting Statistics
Undying Lands:
Sometimes considered synonymous with
Aman, it includes Aman and Tol Eressëa. Its inhabitants—Elves
Maiar, and Valar—are immortal; thus the origin of the label. The
land itself does not necessarily confer immortality.
Undead:
Beings whose bodies have died but whose spirits have
not yet departed from Arda, or creatures of Shadows who remain
tied to the mortal world as a result of some heinous enchantment.
Valar:
(Q. sing. "Vala"; S. "Belain"; S. sing. "Balan.") The
greater of the Ainur who entered Eä as guardians and executors of
Eru's vision. Their were originally fifteen Valar; however Melkor
(Morgoth) fell from grace, leaving seven male and seven female
Valar. The eight called the Aratar are mightiest. Morgoth's name
was never again spoken by the Exalted and he was counted as the
greatest of the Great Enemies. The Valar are also known as the
Mighty, the Exalted, the Great Ones, the Lords of Arda, the
Guardians, the Lords of Valinor, the Lords of the West, and (by the
ignorant) the Gods.
Valinor:
(Q. "Land of the Valar.") The region in eastern Aman
which is the home of the Valar, most of the Maiar, and the Vanyar
Elves. It lies west of Eldamar and its capital is Valimar.
Void:
That which is outside Existence (Eä).
Warg:
Huge, enchanted Wolves first spawned by Morgoth. An
evil race, they are unnaturally powerful but cursed. Their bodies
disappear soon after they are slain and their spirits pass into the
Void.
Were:
An undead spirit tied to an animal form but capable of
shape-changing into its original form. They can only be harmed
by magic (e.g., holy, magic, or slaying) or silver (including
mithril) weapons. A were-creature can never be permanently slain
unless a blessed object is driven through its heart.
Wight:
Undead spirit that inhabits and animates the fallen bodies
of others, taking their prey's form and using their victim's physical
power (while retaining their own magical attributes).
Worm:
A term roughly corresponding to Drake or Dragon, but
often used more generally to describe any powerful, serpentine
creature.
Kelvar:
(Q. "Animals" or "Things that Move"; sing. "Kelva.")
Living things that move or, as noted by Yavanna, that "can flee"
(Sil. p.
45). Kelvar are under the care of the Valie Yavanna. They
do not include monsters or the Children of Iluvatar (Eru): Elves,
Men, Dwarves, etc.
Lycanthropy:
A curse which manifests itself as a disease and
transforms its victims into were-creatures (lycantropes). Originat-
ing with Morgoth, this powerful enchantment creates one type of
Undead.
Maiar:
(Q. sing, "Maia") The lesser Ainur who entered Eä as
servants of the Valar. They are also known as the People of the
Valar, the Servants of Valinor, and the Servants of the Guardians.
The ignorant (notably among Men) call them "Lesser Gods."
Menel:
(Q. "Heaven.") Literally the Region of Stars, it includes
all of the heavens and lies above Arda.
Monster:
Any creature or race of creatures whose nature has been
twisted or perverted away from its original conception by Eru.
They do not conform to Eru's original scheme, as manifested in the
Great Music (Ainulindalë"). Most monsters are the work of
Morgoth (Melkor), the Fallen Vala; others are the work of Sauron
or lesser purveyors of Evil.
Mórenore:
(Q. "Dark Land"; aka "Móryarmene" or "Hyarmen-
ore."). Mórenore is the Quenya Elvish label for the small continent
south of Middle-earth, the remote land separated from Endor by
the Haragaer.
Númenor:
(Westernesse) The great island continent located in
the middle of the Great Sea until its destruction (Downfall) in
Second Age 3319. From the early Second Age until its Downfall,
Númenor was occupied by the High Men (Edain) who called
themselves Númenóreans. These Men were the ancestors of the
Dúnedain race. Númenor literally means West Land and was the
westernmost home of mortal Men.
Olvar:
(Q. "Growing Things With Roots in the Earth"; sing.
"Diva.") Living things that do not move or, as noted by Yavanna,
that "cannot flee"
(Sil.
p. 45). Oromë (Araw) is the Vala closest
to the Olvar. Trees are the greatest of the Olvar.
Romenëar:
(Q. "East Sea"; S. "Rhúnugaer.") The ocean east of
Middle-earth. Part of the Ekkaia, or "Encircling Sea," the Rom-
engar once (before S.A. 3319) separated Endor from the Walls of
Night in the Utter East.
3.3 CONVERTING STATISTICS
When using this supplement with your FRP campaign, be
careful to note creatures' statistics before beginning play. Should
any adjustments need to be made, you may wish to consider the
following guidelines. The material provided is in terms of percent-
ages and is intended to give the reader a relatively clear picture of
the strengths and weaknesses of the individuals and creatures
discussed. All the data relates to most FRP systems, and conver-
sion should be simple; remember, however, that there are dozens
of role playing rules and the change-over from the statistics given
here may be troublesome.
3.31 CONVERTING HITS AND BONUSES
• When converting percentile values to a 1-20 system a simple
rule is: for every +5 on a D100 scale, you get a +1 on a D20.
• The concussion hit numbers found in this module represent
general pain and system shock. They cover bruises and small
cuts rather than wounds. Critical strike damage is used to
describe serious wounds and fatal blows. The hit figures shown
here are less important than those used in game systems where
death occurs as a result of exceeding one's available hits.
Should you use a game system that employs no specific critical
strike results, such as TSR Inc.'s
Dungeons and Dragons®,
simply double the number of hits your characters take or halve
the hit values found in this module.
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