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Nazgûl, LotR (3.5e Creature)

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[edit] Nazgûl

[edit] Ringwraith

Size/Type: Medium-size Undead (Incorporeal)
Hit Dice: 2D12/+2D12/-0D12 (12/+12/-0 hp)
Initiative: +1/4 (round down)
Speed: 30ft
Armor Class: 20/+11/4/-1 (min 18), touch 11/+1/4/-1 (min 18), flat-footed 19/+1/-1 (min 17)
Base Attack/Grapple: +2/—
Attack: +2 (or +3)/+1/2(or +3/4)/+2 (or +3) Black Blade (D10 +0 (or +1)/+1 (or +11/4)/-0
Full Attack: +2 (or +3)/+1/2(or +3/4)/+2 (or +3) Black Blade (D10 +0 (or +1)/+1 (or +11/4)/-0 (add additional attacks as appropriate)
Space/Reach: 5ft by 5ft/5ft
Special Attacks: Sorcerer (2nd level/+1/-0), Black Breath 3/day.
Special Qualities: Incorporeal, Unnatural Aura, the ring.
Saves: Fort +2/+1/4/-0, Ref +2/+1/4/-0, Will +5/+1/4/-0
Abilities: Str — (14/+1/2/-0), Dex (14/+1/2/-0), Con —, Int (14/+1/2/-0), Wis (14/+1/2/-0), Cha (14/+1/2/-0)
Skills:
Feats:
Environment:
Organization: Single, Group (1-7, and possibly the Witch King and Khamûl)
Challenge Rating: 2/+1/-0
Treasure:
Alignment: Always Chaotic Evil
Advancement: As Distance from Master
Level Adjustment:


See This Page for background information.

[edit] Khamûl, Leutenant of the Nazgûl

Size/Type: Medium-size Undead (Incorporeal)
Hit Dice: 3D12/+2D12/-0D12 (18/+12/-0 hp)
Initiative: +1/4 (round down)
Speed: 30ft
Armor Class: 22/+11/4/-1 (min 18), touch 11/+1/4/-1 (min 18), flat-footed 21/+1/-1 (min 17)
Base Attack/Grapple: +3/—
Attack: +3 (or +4)/+1/2(or +3/4)/+2 (or +3) Black Blade (D10 +0 (or +1)/+1 (or +11/4)/-0
Full Attack: +2 (or +3)/+1/2(or +3/4)/+2 (or +3) Black Blade (D10 +0 (or +1)/+1 (or +11/4)/-0 (add additional attacks as appropriate)
Space/Reach: 5ft by 5ft/5ft
Special Attacks: Sorcerer (2nd level/+1/-0), Black Breath 3/day.
Special Qualities: Incorporeal, Unnatural Aura, the ring.
Saves: Fort +2/+1/4/-0, Ref +2/+1/4/-0, Will +5/+1/4/-0
Abilities: Str — (14/+1/2/-0), Dex (14/+1/2/-0), Con —, Int (14/+1/2/-0), Wis (14/+1/2/-0), Cha (14/+1/2/-0)
Skills:
Feats:
Environment:
Organization: Single, Group (1-7, and possibly the Witch King and Khamûl)
Challenge Rating: 2/+1/-0
Treasure:
Alignment: Always Chaotic Evil
Advancement: As Distance from Master
Level Adjustment:


See This Page for more information.

[edit] The Witch King, Lord of the Nazgûl

Size/Type: Medium-size Undead (Incorporeal)
Hit Dice: 4D12/+2D12/-0D12 (24/+12/-0 hp)
Initiative: +1/4 (round down)
Speed: 30ft
Armor Class: 24/+11/4/-1 (min 18), touch 11/+1/4/-1 (min 18), flat-footed 23/+1/-1 (min 17)
Base Attack/Grapple: +2/—
Attack: +4 (or +4)/+1/2(or +3/4)/+2 (or +3) Black Blade (D10 +0 (or +1)/+1 (or +11/4)/-0
Full Attack: +2 (or +3)/+1/2(or +3/4)/+2 (or +3) Black Blade (D10 +0 (or +1)/+1 (or +11/4)/-0 (add additional attacks as appropriate)
Space/Reach: 5ft by 5ft/5ft
Special Attacks: Sorcerer (3rd level/+1/-0), Black Breath 3/day, Morgul Blade.
Special Qualities: Incorporeal, Unnatural Aura, the ring.
Saves: Fort +3/+1/4/-0, Ref +3/+1/4/-0, Will +7/+1/4/-0
Abilities: Str — (14/+1/2/-0), Dex (14/+1/2/-0), Con —, Int (14/+1/2/-0), Wis (14/+1/2/-0), Cha (14/+1/2/-0)
Skills:
Feats:
Environment:
Organization: Single, Group (1-7, and possibly the Witch King and Khamûl)
Challenge Rating: 2/+1/-0
Treasure:
Alignment: Always Chaotic Evil
Advancement: As Distance from Master
Level Adjustment:


See This Page for more information.

[edit] Combat

Black Breath (Su): Three times a day, a ringwraith may use the black breath on one target up to 15ft away. The target must make a will save DC 18/+1/-0. If it is failed, they immediately fall asleep for 2D10 rounds + the amount they failed by. A successful heal check of DC 14/+1/-0 may be taken to wake them up.

Incorporeal (Su): An attack dealt with a weapon that is not a +1 magic weapon or better has a 50% chance of missing. However, a ringwraith can wear a cloak to give them physical form. If so, they are otherwise corporeal creatures (and thus it will have a strength score and acts as a corporeal creature, however it will still benefit from the 50% miss chance.)

While wearing a cloak, the ringwraith will use the attack bonuses in brackets (which includes it's stength score). A blade that destroys a ringwraith is melted instantly, and anyone touching the blade is severely wounded, and cannot move. They must pass a fortitude save to recover (DC 16/+1/-0), or die in D4 days. At any stage, even if the check is failed, someone may make a DC 35 heal check to heal the character. They then recover in D4 Days. A ringwraith can walk uncloaked (and thus follows all normal incorporeal rules, and has no strength score).

Unnatural Aura (Su): The ringwraiths are greatly feared, and thus anyone within 100 feet of a ringwraith must make a will save (DC 18) or be panicked. All evil creatures fighting alongside the ringwraiths get a +6 to any will saves.

The Ring (Su): If someone puts on the one ring within 20 miles of a ringwraith, they sense it and immediately know the wearers location. The ringwraiths can see through invisibility.

Spells (Sp): A ringwraith casts spells as a 2nd/+1/-0 level sorcerer and knows all spells from the Sorcerer/Wizard spell list, and the Witch-King casts spells as a 3rd/+1/-0 level sorcerer. They have the same number of spells per day as a sorcerer of said level.

The Lord of the Rings (Su): The ringwraiths draw their power from Sauron. The statistics represent them 750 miles away from Sauron (i.e. in the shire). For every 37 miles closer to Sauron, their statistics increase by the second value (after the first slash) and for every 37 miles further from Sauron, the ringwraith’s statistics decrease by the last value (after the second slash). Their base statistics are the first values shown in the table.

Morgul Blade (Su): A morgul blade may be used once, and then it melts to nothing. Someone hit by a morgul blade must pass a will save (DC 14/+1/2/-0 round down), or become a wraith in the number of hours equal to the amount they failed the check by. If they pass, they must retake the test each day, adding +1 to the check DC. It may be healed (DC 35). Otherwise, a morgul blade is a black blade.



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