Creatures of Middle-Earth in the Third Age of the Sun

Nâzgul

Nâzgul. Úlairi. Ringwraiths. Black Riders. Whatever name they are called by, they embody fear for the opponents of Sauron. Of all the people of Middle-Earth, only powerful Eldar, and the Istari, can stand before the Nâzgul and expect to live. They cannot die, and their physical forms may only be harmed by fire, magic, enchanted arms, or the forces of nature. Even Orcs and Trolls fear the Ringwraiths.

This description is generic, and does not take into account possibly idiosynchracies, such as the Witch-King's destiny (the Noldo prince Glorfindel pronounced that the Witch-King would not die by the hand of a man). Such details are for the GM to deal with, but Ringwraiths are such a frightening presence, that you may not need to bother.

Attributes:

Hit Points: 29
Magic Points: 20
Damage Bonus: +3d6/+3d4
Armour: 4 points of natural armour + 8 points of black iron plate

head
12/10
right arm
12/9
chest
12/11
left arm
12/9
abdomen
12/10
right leg
12/10
left leg
12/10
STR20
CON20
DEX18
SIZ21
INT20
POW20
CHA19

Combat Skills
WeaponAttack %Parry %DamageAP
Brawling76%1d3+3d6-
Broadsword150%150%1d8+1+3d620
Composite Bow100%-1d8+1+3d410

Other Skills
Agility: (38%) Ride [Horse] 75%, Ride [Fell Beast] 75%
Communication: (39%)
Knowledge: (20%) Môrgul Lore 100%, Morbeth 100%/100%, many other languages and lores, both ancient and modern 30%-100%
Manipulation: (38%)
Perception: (40%) Listen 90%, Scent/Taste 90%
Stealth: (17%) Hide 150%, Move Silently 125%

The Powers and Vulnerabilities of the Nâzgul

Sense: Nâzgul can sense manifestations of power, and are particularly sensitive to some emmenations.

Immunity to Normal Weapons: normal, non-magical weapons will not harm a Nâzgul. Fire and magical weapons do normal damage..

Cannot Be Permanently Killed: so long as the One Ring still exists. If their fana, their physical manifestation, is destroyed, then they will return at the summons of Sauron. It will take 1d100 year for a Nâzgul to return from the void, and an additional 1d100 years for them to recover their full strength.

Fear: Nâzgul radiate an aura of dread. All characters coming within the Nâzgul's aura, up to 100 metres when they're not concealing themselves, the must succeed a POW vs. POW contest with the Nâzgul, or run in fear (those with Presence may resist with POW+CHA). Even those who succeed will be affected by the awful presence of the Nâzgul.

Black Breath: the foul breath of the Nâzgul is anathema to living things. While a Nâzgul can breathe on someone, the Black Breath most often infects those struck by their weapons, if they do not die when struck. The Black Breath acts as a POT 10 poison to be resisted by CON:

If the afflicted character succeeds, their CON drops by 5 (temporarily, if they survive). They must continue to make resistance rolls, one per hour, until they fail, or until their con is reduced to zero.
If the resistance roll fails, or the characters CON is reduced to zero, they drop into a coma for their (normal) CONx1d6 days. Their unnatural slumber will be filled with nightmares of the most disturbing kind. At the end of this time, they will die.
The infection is most difficult to cure. The Black Breath must be fought with Healing powers, while the coma can be defeated only by utmost exertion on the healer's part, or the use of the herb Athelas. Well known to the healers of the Elves, in Gondor, Athelas is used to relieve haedaches.

If possessed of their Ring of Power the Nâzgul's STR, CON and POW are increased by half again, and their appearance on the "other side" is that of their mortal form at the height of it's power, not the wretched dead things they really are.

Wrath of Varda: the Nâzgul are an insult to Varda (Elbereth), Queen of the Vala. They fear her, and the sound of her name. Cries of "Elbereth!" are often enough to startle a Nâzgul and get them on the wrong foot. The actual presence of those who, like the Eldar, are touched by the Light of Valinor, is doubly unsettling, and Presence of Eldar and Maia has full effect on Nâzgul.

Fear of Nature: the Nâzgul exist in contempt of the laws of nature, and the forces of nature take full their full effect on the Nâzgul. Fire does normal damage, and they fear it appropriately. Water they also fear, and have to gather their courage to cross a running stream or river; actual immersion is extremely painful, and though it will not kill the Nâzgul, it is an experience none of them are williing to undergo.

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