Middle Earth D20 Best Original Character Contest Entries

GruTheWanderer

First Post
Hello All,

While I finish updating the ME D20 web site for the new server, I thought I would post the contest entries here in the messageboards. This would be a good place to comment on the various entries. We would also appreciate comments about how we might improve future contests.

Derek
 

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Cuwe, called Iauril

Submitted by John Molenda

Cuwe, called Iauril

Cuwe (u with a dash, e with an umlaut) began his life by the Waters of Awakening in Cuivienen (it is said by some that the first Elves numbered 144). As he awoke, his eyes rested on Menelmacar, and he cried out to Varda with joy. From the beginning, he was akin with Nowe (Cirdan), but of lesser stature (though greater physical prowess). From the beginnings of the Elves in those starlit days, Cuwe was a great hunter and was the most skilled with the bow (some say he is the inventor of the bow).

When Orome finally came upon the Quendi, Cuwe was greatly enamoured. During the hunter¡¦s visits to Middle-Earth Cuwe often travelled with him and learned much of the hunters¡¦ art. It was because of this love of Orome that he set forth with the Teleri (for in his heart he loved the starlite world of Middle-Earth).

The heart of Cuwe was rarely at peace, desiring as he did to explore the trackless wildernesses that the elves passed through (always too quickly for Cuwe¡¦s taste). Always he found himself toward the rear of the great Teleri migration, and he spent much time with Lenwe hunting east of the Misty Mountains. He came near to departing with the Nandor, but in the end Elwe convinced him to continue on. He crossed into Beleriand, and there,(as has been told elsewhere) Elwe Singollo was lost in the forest of Eglador (Doriath).

When Olwe and the rest of the Teleri left for Valinor, Cuwe (called Iauril ¡§old brilliance¡¨, by younger elves) remained behind with Cirdan and the Falathrim. It was during this time that he learned of the music of Middle-Earth from Ulmo and Osse, and he grew to love them and the shores of Middle-Earth as he had loved Orome and longed for Valinor. But still he longed for the West.

The fire of Iauril¡¦s spirit did not let him rest long in one place. Though the Falas was his home, he spent much of his time wandering with Elwe¡¦s household, the Eglath.

When Elwe, called Thingol, was found again, Iauril returned to the Falas and, under Cirdan, took up the lordship of one of the two great ports there. (my note: Brithombar, as it seems Cirdan was in Eglarest (silmarillion pg 96). Here three ages of peace passed while Melkor remained chained in Valinor.

Here he remained until Melkor called Morgoth returned and with hordes of orcs invaded the Falas and drove Cirdan and Iauril to the sea. Iauril, making a daring raid into the orcish ranks, was cut off from the rest of the Falathrim. With a small band of warriors from Brithombar, they made their way through the enemy lines until they came for Doriath and joined with Thingol¡¦s host. But the Falathrim mourned for his apparent loss, for he had been the greatest of the warriors and the most stalwart defender of Brithombar.

With Thingol¡¦s host, Iauril took part in the first of the great Battles of Belariand. But the victory was bittersweet for Iauril, for he was too late to save Denethor, son of his friend Lenwe, and long he rued this.

Great was the joy of the Falathrim when Iauril returned to them following the coming of the Noldor and the second Battle of Beleriand. Great friendship there was between Cirdan and Finrod, and Iauril was ever foremost in bolstering the defences of the Falas from attack.For several hundred years the Falathrim and Noldor enjoyed peace and cooperation in West Beleriand, while Morgoth remainded in Angband, under siege by his foes.

What else to say of Iauril¡¦s part in the Great War? He was there when the ships of Cirdan sailed up the Firth of Drengist, rescuing Fingon in his great need. He was there during the fifth battle, Nirnaeth Arnoediad, when the hosts of the Eldar were crushed and man turned against man. After the great loss in that battle he harried the seashore with the boats of Cirdan. He held the walls of Brithombar to the last when Morgoth¡¦s armies came, and escaped only by leaping into the sea. He went with Cirdan¡¦s people to the Isle of Balar, and entered the service of Ereinion Gil-galad.

Little is known of what other journeys he may have made from then to the end of the Wars when Morgoth was cast into the void. When Beleriand was ruined he went with Cirdan and Gil-galad to Lindon.

Iauril was crushed to death by Sauron during the Siege of Barad-dur

Cuwe in Cuivienen
Male Wood Elf Ranger 5 / Fighter 5: CR 11; Medium-size humanoid (elf); HD 9d10+40; hp 85; Init +6; Spd 30 ft.; AC 16 (touch 16, flat-footed 10); Attack +10/+5 (+16/+11 ranged; +13/+8 melee); Dmg Longbow 1d8 x3 or Stone Dagger 1d3; SA Track, Favored Enemies, Ranger Spells; SQ Wood Elf Traits; AL CG; SV Fort +11 Ref +8 Will +6 Str 16 (+3) Dex 22 (+6) Con 16 (+3) Int 20 (+5) Wis 18 (+4) Cha 17 (+3)

Skills: (Ranks/Total +) 56 Ranger skill points, max 13; 35 fighter skill points max 12;
Animal Empathy +1/+4, Climb +9/+12, Craft: Bowcraft +13/+18, Handle Animal +1/+4, Heal +1/+5, Hide +4/+10, Intuit Direction +1/+5, Jump +8/+11, Listen +5/+11, Move Silently +5/+11, Knowledge (nature) +10/+15, Perform (sing) -/+5, Ride +9/ +15, Search -/+7, Spot +5/+11, Swim +9/+12, Wilderness Lore +10/+16

Feats (7): Weapon Focus: (Cmp?) Longbow, Weapon Specialization: Longbow, Improved Critical: Longbow, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot

Favored Enemies: Aberrations of Morgoth, Evil Fea (Balrogs, Dragons)

Ranger Spells Per Day: 0/1 (usually the spell from FR that allows rangers to auto crit-threat their favored enemies)

Special Abilities:
+2 racial bonus to resist fire or heat
+2 racial bonus against poison
Immune to natural cold
Immune to disease, mundane or magical
Immune to scarring
Movement unimpeded by snow or wooded terrain
Immune to any fear effects caused by undead
Cannot be turned into undead
Can communicate silently with other Elves, and Maiar and Valar, by direct thought. This is similar to the psionic power Mindlink

Iauril in the Falas (before the Wars of Beleriand)
Male Sindarin Elf Ranger 10 / Fighter 10 / Bard 3: CR 26; Medium-size humanoid (elf); HD 19d10+70 (165)+ 3d6+9 (20); hp 185; Init +8; Spd 30 ft.; AC 19 (touch 19, flat-footed 10); Attack +22/+17/+12/+7 (+31/+26/+21/+16 ranged; +25/+20/+15/+10 melee); Dmg Longbow 1d8 x2 or Longsword 1d8 19-20 x2; SA Track, Favored Enemies, Ranger Spells, Bard Spells, Bardic Music, Bardic Lore; SQ Sindarin Elf Traits; AL CG; SV Fort +18 Ref +15 Will +10 Str 16 (+3) Dex 28 (+9) Con 16 (+3) Int 20 (+5) Wis 20 (+5) Cha 19 (+4)

Skills:
Animal Empathy (Cha) +2/+6, Climb (Str) , Craft: Bowcraft (Int) +27/+32, Craft: Shipwright (Int) +19/+26, Handle Animal (Cha) +1/+5, Heal (Wis) +2/+7, Hide (Dex) +12/+21, Intuit Direction (Wis) +2/+7, Jump (Str) +12/+15, Listen (Wis +13/+20), Move Silently (Dex) +13/+22, Knowledge (nature)(Int) +20/+25, Perform (sing)(Cha) -/+10, Profession: Sailor (Wis) +4/+11, Ride (Dex) +13/+22, Search (Int) -/+7, Spot (Wis) +7/+14, Swim (Str) +13/+16, Wilderness Lore (Wis) +15/+22

Feats (13): Weapon Focus: (Cmp?) Longbow, Weapon Specialization: Longbow, Improved Critical: Longbow, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Mounted Combat, Mounted Archery, Dodge, Mobility, Shot on the Run, Manyshot

Epic Feat: Improved Manyshot

Favored Enemies: Aberrations of Morgoth, Evil Fea (Balrogs, Dragons), Orcs

Ranger Spells Per Day: 0/3/2

Bard Spells Per Day: 3/2
Bard Spells Known: 6/3 0: Detect Magic, Ghost Sound, Light, Read Magic, Mage Hand, Dancing Lights 1: Cure Light Wounds, Protection from Evil

Special Qualities:
+2 racial bonus to resist fire or heat
+2 racial bonus against poison
Immune to natural cold
Immune to disease, mundane or magical
Immune to scarring
Movement unimpeded by snow or wooded terrain
Immune to any fear effects caused by undead
Cannot be turned into undead
Can communicate silently with other Elves, and Maiar and Valar, by direct thought. This is similar to the psionic power Mindlink.





Iauril in Lindon
Male Sindarin Elf Ranger 10 / Fighter 20 / Bard 7: CR 40; Medium-size humanoid (elf); HD 29d10+100 (245)+ 7d6+24 (45); hp 290; Init +11; Spd 30 ft.; AC 21 (touch 21, flat-footed 10); Attack +29/+24/+19/+14 (+40/+35/+30/+25 ranged; +32/+27/+22/+17 melee); Dmg Longbow 1d8 x2 or Longsword 1d8 19-20 x2; SA Track, Favored Enemies, Ranger Spells, Bard Spells, Bardic Music, Bardic Lore; SQ Sindarin Elf Traits; AL NG; SV Fort +25 Ref +24 Will +17 Str 16 (+3) Dex 32 (+11) Con 16 (+3) Int 20 (+5) Wis 20 (+5) Cha 19 (+4)

Skills:
Animal Empathy (Cha) +2/+6, Climb (Str) +19/+22, Craft: Bowcraft (Int) +40/+45, Craft: Shipwright (Int) +29/+36, Decipher Script +6/+11, Diplomacy +6/+10, Handle Animal (Cha) +15/+19, Heal (Wis) +2/+7, Hide (Dex) +12/+23, Intuit Direction (Wis) +2/+7, Jump (Str) +19/+22, Listen (Wis +19/+26), Move Silently (Dex) +19/+30, Knowledge (nature)(Int) +26/+31, Perform (sing)(Cha) +6/+16, Profession: Sailor (Wis) +4/+11, Ride (Dex) +23/+34, Search (Int) -/+7, Spot (Wis) +7/+14, Swim (Str) +23/+26, Wilderness Lore (Wis) +15/+22

Feats (13): Weapon Focus: (Cmp?) Longbow, Weapon Specialization: Longbow, Improved Critical: Longbow, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Mounted Combat, Mounted Archery, Dodge, Mobility, Shot on the Run, Manyshot, Quick Draw, Spring Attack, Endurance, Run

Epic Feat: Improved Manyshot, Combat Archery, Epic Weapon Focus: Longbow, Epic Weapon Specialization:Longbow, Swarm of Arrows (3 more Epic Feats)

Favored Enemies: Aberrations of Morgoth, Evil Fea (Balrogs, Dragons), Orcs

Ranger Spells Per Day: 0/3/2

Bard Spells Per Day: 3/4/3/1
Bard Spells Known: 6/4/4/2 0: Detect Magic, Ghost Sound, Light, Read Magic, Mage Hand, Dancing Lights 1: Cure Light Wounds, Protection from Evil, Sleep, Expeditious Retreat, Alarm 2: Cat¡¦s Grace, See Invisibility, Detect Thoughts, Whispering Wind 3: Remove Disease, Remove Curse

Special Qualities:
+2 racial bonus to resist fire or heat
+2 racial bonus against poison
Immune to natural cold
Immune to disease, mundane or magical
Immune to scarring
Movement unimpeded by snow or wooded terrain
Immune to any fear effects caused by undead
Cannot be turned into undead
Can communicate silently with other Elves, and Maiar and Valar, by direct thought. This is similar to the psionic power Mindlink.
 

Weodegil the Returned

Submitted by Ron Olexsak

Weodegil: Male Human Rgr10; Medium Humanoid ; HD 10d10+20 (Ranger); hp 97; Init +2; Spd 30; AC 12; Atk +13 base melee, +12 base ranged; +12 (1d6+2, Mighty composite shortbow +2); +13 (1d8+3, Longsword); +13 (1d3+3, Unarmed); AL CG; SV Fort +9, Ref +5, Will +4; STR 16, DEX 15, CON 14, INT 10, WIS 13, CHA 11.
Possessions:
Weapons: Arrows (20); Longsword; Mighty composite shortbow +2.
Armor: Elven Chain.
Skills: Animal Empathy+3, Climb+6, Craft (Bowmaking)+4, Knowledge (nature)+8, Listen+8, Move Silently+10, Ride+15, Search+8, Spot+9, Swim+0, Wilderness Lore+2.
Feats: Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Ride-By Attack, Track.
Spells Prepared (Rgr --/2/1): ; 1st - Entangle, Pass without Trace; 2nd - Cure Light Wounds.

Windburst: Warhorse, Large heavy, CR 2;Large Animal ; HD 4d8+12 (Animal); hp 30; Init +1; Spd 50; AC 14; Atk +6 base melee, +3 base ranged; +6/+1 (1d6+4, 2 Hooves; 1d4+2, Bite); SQ: Scent (Ex); AL N; SV Fort +7, Ref +5, Will +2; STR 18, DEX 13, CON 17, INT 2, WIS 13, CHA 6.



Weodegil the Returned
Weodegil is a 31-year-old male Rohirrim hunter. Born in Dunharrow (in the southeastern part of Rohan) in 2519 (all dates Third Age) to Gamwine and Glorwyn, Weodegil is the second of 5 children. An outrider of his father's Black Mark at the age of 16, Weodegil excelled as a scout and bowman and led many trading expeditions to Isengard. He was a skilled trapper and often had the finest pelts and best -trained horses for barter. Always in competition with his older brother Eodrin (two years older), the two rode together with their father on many raids. As Eodrin looked for a suitable marriage within the clan, Weodegil took as his bride in 2538 Berain, the youngest daughter of a rival clan chieftain decimated by Easterling raids. Beautiful beyond words, Berain cherished her older (by three years) husband and often accompanied him to barter-meets. These expeditions could be tense and dangerous, but two seasons passed and Berain became with child. Knowing this to be her last long journey before the child, Berain rejoiced at the trade trip to Firienfeld in the fall of 2540.
This expedition led to disaster, however, and an ambush by Orcs in 2540 cost Weodegil dearly - blackness descended in the form of wolves and Orcs and his brother Eodrin was cut apart in the nighttime raid. After a flurry of fighting, the Orcs fled, and Weodegil took up chase with ten strong Riders. The flight of the Orcs was a ploy, and upon entering a small copse of gnarled oaks the Riders were set upon anew - an ambush with archers and spears. Three foul arrows took him at once, and Weodegil fell as though dead. Poisons and infection wracked his body, and he would wander with no memory of his life for more than a year. Barely subsisting on foraged plants and small game, he led a horrific life combating pests, the elements, and aggressive animals, finding solace only in a small cave. In the spring of 2542, he came upon a tattered saddle and dead Rohirric horse, and memories came crashing back into his reality - he had a wife! He had a family! He had horses and friends and a home that was more than a cave. With tears streaming down his cheeks, Weodegil made for his village, the landmarks quickly becoming familiar. On April 9th, 2542, Weodegil returned to his clan.
The Return of Weodegil was not a completely happy event, as he learned that his brother and most of the expedition had fallen to those Orcs. His wife had been taken, and there was some evidence (though not entirely convincing) of her death. Having heard that his two eldest sons were dead, Gamwine had named his third son Brongridell the heir and Cuirl of his Black Riders, and Bron had already married and produced an heir. Weodegil continued to fight infection and disease, and finally emerged from the cloud of this ordeal in the summer of 2543 as a sterile (from the diseases) and disinherited (from his assumed death) Rider with no wife or heir in the clan. By the fall of 2544, Weodegil had overcome these stigmas and resumed his scouting and trapping duties. He fiercely defended his brother's back in combat with easterlings - twice taking spears that would have killed or crippled Bron. Each of these wounds seems to fill him with more resolve and life, and some in the clan say Weodegil has returned to them to fulfill some special purpose.
Weodegil has developed quite a reputation among his clansmen for his ability to smell a trap or ambush and seems most at home in the saddle. He constantly searches for Orcs to kill (usually attacking low to keep them from fleeing) and enjoys taking them from horseback with his Hartbow (a gift from his youngest sister upon her marriage to a half-Elven Sage in Dunharrow). He also seeks some sign that his wife or son may have survived that terrible night, though he knows this search is never likely to bear fruit. Weodegil rarely uses a spear or broadsword, though he is deadly with both. He seeks the death of all Orcs, defeat of the easterlings' efforts to encroach on Rohan, and some way to put to rest the memory of his lost wife and unborn son.
 

Lidion Taideilen

Submitted by Giovanni Petrucciani

Lidion Taidilen
Gaming Stats
Male Nando Rgr4/Rog4
Ability scores: Str 13, Dex 20, Con 14, Int 11, Wis 14, Cha 12
HD: 4d10+4d6+16 (56 hp)
BAB: +7 (melee +8/+3, ranged +12/+7).
Attacks: +13/+8 melee (1d6+2, 19-20/x2, +1 shortsword);
+11/+7 melee (1d6+2, 19-20/x2, +1 shortsword) and +10 melee (1d6+1, 19-20/x2, shortsword);
+14/+9 or +12/+12/+7 ranged (1d8, 20/x3, 100ft, masterwork longbow with masterwork arrows).
AC: 17 (+2 leather, +5 dex); flatfooted +12, touch +15.
Saves: Fort +7, Ref +10, Will +4
Proficiencies: simple and martial weapons, light and medium armor, shields
Feats: Track, Ambidexterity, Two weapon fighting, Point blank shot, Weapon Finesse (shortsword), Rapid shot
Skills: spot +15, listen +15, move silently +16, hide +23, wilderness lore +17, animal empathy +7, perf(sing) +5, search +7, climb +6, knowledge(nature) +4
Languages: Silvan, Sindarin, Westron
S.Q.: Racial traits, Favored enemy +1 (orcs), evasion, sneak attack +2d6, uncanny dodge (dex bonus to AC)
Racial traits: +2 Dex, +2 Wis; Low light vision; +2 Listen, Search, Spot; Immune to sleep, disease, aging; Immune to the fear caused by undeads; Movement unimpeded by snow or wooded terrain; +2 racial bonus on Fort saves against cold; +4 racial bonus on Knowledge(Nature), Wilderness Lore and Perform(Sing); Automatic languages: Silvan, Sindarin, Westron; Favored class: Ranger; ECL: +1
Spells: ranger(1), DC 13. usually: speak with animals or pass without trace
Equip: +1 shortsword, shortsword, masterwork longbow, 50 masterwork arrows, explorer's outfit, cloak of elvenkind, quiver, flint and steel, waterskin, rations for 2 days
Appearance
Lindion is a Nando elf, thin and not very tall (about 170cm = 5’8”). He has very dark hair, and blue eyes. He usually dresses in brown and green, with a long cloak of lorien (cloak of elvenkind) to protect him from hostile eyes in his missions; he usually carries his longbow, a large quiver on his shoulder and his two shortswords at his belt. He wears light boots made of soft leather that make no noise when he walks.
Even if he’s been in Middle Earth for long ages, he looks young because of his elven immortality.
Personality
Lindion, as many sylvan elves, is more quiet and reserved than the elves of Rivendell: he tends to speak seldom, and when he sings he usually sings softly, melancholy narrations of the times that were, when the forest was still untouched by evil. He also tends to be a little suspicious of strangers, expecially dwarves and men from the south. He hates orcs, but he knows well the value of patience and tactics, and avoids acting impulsively.
With friends he talks openly, disliking lies and twisted words, and he’s always loyal and faithful.
He is solitary, tends to travel alone or with few companions, and never got married.
He loves the nature, expecially the woods, and spends nearly of his time outside.
History
Lindion Taldilen (taken from Sindarin, “silent foot”) is a Laiquendi, and was born in Ossiriand in the years of the first great war of Beleriand, when the king of people, Denethor, was killed fighting against the orcs. As most of the other green elves he doesn’t like open battles, and decided to be a scout and fight against Morgoth’s hosts in sneaking in the woods.
After the Nirnaeth Arnoediad (the battle of countless tears) he helped some of the Noldor that were fleeing from the orcs, because even if he wasn’t very fond of the Noldor still he hated the orcs much more; as a reward for his help one of them gave him a perfect shortsword that was forged in Tirion before the exile (a +1 shortsword).
He didn’t take part to the great war when the host of the West won over Morgoth, and after the downfall of Beleriand he went to Celeborn and Galadriel’s realm in Lorien. During the second and part of the third age he served mostly as a scout and messenger between Lorien and Thranduil’s halls in Mirkywood, but he didn’t take part to the war in Eregion and in the Last Alliance.
He was there at the battle of Five Armies at the Lonely mountain, among the explorers of Thranduil’s army, and later against the orcs of Dol Guldur.
In the fourth era he continued living in Mirkywood (now called Eryn Lasgalen, Wood of Greenleaves), patroling to notice any sign of a new rise of evil, as he has become pessimistic about the idea that evil can be really destroyed forever.
Hooks
There are many ways the PCs might meet Lindion:
- The players might be looking for a scout or a ranger if they’re travelling in the wilderness (expecially in Rhovanion)
- If they are going on some quest for Galadriel, Celeborn or Thranduil the parton might assing Lindion to his company as a guide.
- They can simply meet him while travelling in Lorien (before fourth age) or in Rhovanion
- Lindion might be looking for some brave people to attack a orc band or camp that he has discovered but that’s too big for himself alone.
 

Maitëliant the Sorcerer

Submitted by Jeremy Forbing (jeremy@globalfrequency.org)

Note: This material uses the Dunedain conversion by Jeff 'Colonel Hardisson' Black.

Early Years
The mighty blood of Númenór was legendary for producing courageous and worthy souls, but even that noble house has birthed lesser men, whose deeds were ignoble. One of these was Maitëliant, second son of Prince Adrahil of Dol Amroth.
Younger brother to the heroic Imrahil (who would one day be Prince of Dol Amroth himself and fight so valiantly alongside Aragorn Elessar at the end of the Third Age), Maitëliant seemed, at first, to embody well the nobility of his ancestors. At his birth, his wide, quiet eyes struck all those standing by with awe, and his long-fingered hands looked almost too thin and dexterous to be those an infant.
The boy's mother, having heard Elvish spoken by a scholar, insisted on giving her boy an Elvish name. This violated the traditions of that house, by which all children were named in Adunaic. But Adrahil loved his wife, and indulged her in this-some say that the boy's name was his curse. But Maitëliant's mother loved him most of all her children, and showered him with affection.
As the boy grew, he showed a magnetic charm, but he was quiet and distant, and books became his preferred companions as soon as he could read. He was polite, yet often selfish, and many times he charmed his way out of punishment for his spoiled behavior. Only as he reached manhood, and scandalously seduced and spurned the daughters of two respected families, did his character flaws come to his father's attention. Prince Adrahil kept his son close at heel, but he never truly understood Maitëliant. No one could, it seemed.
No one knows where the boy learned the arts of magic. Perhaps he found things that should have been better hidden in the libraries of Dol Amroth, or learned Black Arts from one of the agents of the Enemy who secretly dwelt in Gondor by that time. Some say the power was simply in his blood. In any case, when those who knew Maitëliant began to suspect the truth, he disappeared. One night he ran away from Dol Amroth, and was not seen alive in Gondor again.

Maitëliant the Sorcerer
Medium-sized Human (Dunedain)
Sorcerer
Level 4

Hit Dice: 4d4+4 (14 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 11 (+1 Dex)
Attacks: Club+1 melee or halfspear +3 thrown
Damage: 1d6 (club) or 1d6 (halfspear)
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Immune to magical sleep effects, Low-light vision
Saves: Fort +2, Ref +2, Will +6
Abilities: Str 9, Dex 12, Con 13, Int 12, Wis 12, Cha 15
Skills: Climb +2, Knowledge (Local) +3, Knowledge (Nature) +6, Knowledge (Religion) +9, Listen+2, Search+2, Spellcraft +8, Spot+2
Feats: Arcane Preparation, Education, Enlarge Spell, Simple Weapon Proficiency
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class.

Spells: (6 /7 ) 0th Level-Distort Shadow**, Steal Sleep**
1st Level-Acid Spittle**

"**"= These spells are from Relics & Rituals. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

Description
Maitëliant, during this time, still dresses in the finery of the noble family of Dol Amroth. He has a high and noble bearing and is naturally likeable, but there is something strange behind his startling blue eyes. He carries a well-wrought halfspear, and has hidden a small cudgel on his person as well.

Combat
Due to his lack of training, Maitëliant avoids combat if possible, casting spells if forced to defend himself.

Númenórean Traits: In addition to normal human traits, Maitëliant is immune to sleep spells and similar magical effects. He receives a +2 racial saving throw bonus against Enchantment spells or effects and a +1 racial bonus on Listen, Search, and Spot checks.

Low-light Vision: Maitëliant can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Arcane Preparation: This feat allows Maitëliant to prepare one or more spells ahead of time as a wizard does. Thus, he can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action. This feat appears in Tome and Blood and the Forgotten Realms Campaign Sourcebook.

Education: Maitëliant has all Knowledge skills as class skills. This feat appears in the Forgotten Realms Campaign Sourcebook.

The Coming to Mordor
Only Maitëliant's knowledge of plants and animals, and clever use of his magic, allowed him to survive when his long wanderings took him into the lands of Mordor. Sauron, of course, had many years before returned to Mordor, and the rebuilding of Barad-dûr had begun almost a decade before Maitëliant was born.
So close to the Lidless Eye, the lost scion of Dol-Amroth began to dream. Maitëliant's days were spent navigating the treacherous passes of the Ash Mountains, and his nights were haunted by images of Ungoliant the Spider, the being who had aided Morgoth in the Darkening of Valinor. Perhaps he dreamed of the spider because, unconsciously, his sorcerous soul sensed the nearness of Ungoliant's spawn.
By the time he found his way into the pass of Cirith Ungol, Maitëliant had been driven mad-if he was not mad already. As the creature Gollum would do years later, Maitëliant came upon the lair of the great spider Shelob, daughter of Ungoliant-and, like Gollum, he fell down and worshipped her. For years the sorcerer lived in Shelob's presence, providing her with sacrifices and building an esoteric one-man religion around her. No one knows why Shelob let her "priest" hang about uneaten for all that time. Some say that perhaps Maitëliant was not completely mad, and that-if the spirit of Ungoliant the Gloomweaver still existed in some fashion-he had been chosen for some fell purpose as yet unknown.
Further evidence of the favor of Maitëliant's "goddess" came when he discovered an ancient item in her lair-and arcane staff etched with runes of knowledge. This staff lent the sorcerer many new powers of perception.
Maitëliant traveled the area widely, ranging farther and farther from Cirith Ungol in his quest to find new and better victims for Shelob. The orcs of Mordor came to recognize and even fear Maitëliant, respecting the power of his spells and his mysterious connection to "Her Ladyship." At times, they even brought him spies or traitors to be "sacrificed" as victims to Shelob, but they always kept a wary distance, recognizing the glare of insanity in Maitëliant's magnetic gaze. It was the orcs who gave Maitëliant the name by which he was most often known from then on: the Mad Númenórean.

Maitëliant, the Thrall of Shelob
Medium-sized Human (Dunedain)
Sorcerer/Arcane Devotee*
Level 9 (8/1)

Hit Dice: 9d4+9 (34 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 11 (+1 Dex)
Attacks: Club +4 melee or halfspear +5 thrown
Damage: 1d6 (club) or 1d6 (halfspear)
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Immune to magical sleep effects, Low-light vision
Saves: Fort +3, Ref +3, Will +10
Abilities: Str 10, Dex 12, Con 13, Int 12, Wis 14, Cha 15
Skills: Climb +3, Knowledge (Arcana) +9, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +6, Knowledge (Nobility and Royalty) +3, Knowledge (Religion) +12, Knowledge (The Planes) +9, Listen +5, Spellcraft +9, Search +2, Spot +5
Feats: Alertness, Arcane Preparation, Education, Enlarge Spell, Simple Weapon Proficiency, Skill Focus (Knowledge (Religion))
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Neutral Evil
Advancement: By Character Class.

Spells: (6/7/7/6/4) 0th Level-Acid Splash***, Arcane Mark, Daze, Detect Poison, Distort Shadow**, Mage Hand, Read Magic, Steal Sleep**
1st Level-Acid Spittle**, Chameleon Skin**, Scatterspray****, Shelgarn's Persistent Blade***, Spider Climb
2nd Level-Invisibility, Protection from Arrows, Web
3rd Level-Spider Poison***, Summon Monster III
4th Level-Fear

"*"= The Arcane Devotee prestige class is from the Forgotten Realms Campaign Sourcebook. However, all of the benefits and abilities it provides Maitëliant are described below.

"**"= These spells are from Relics & Rituals. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

"***"= These spells are from Magic of Faerun. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

"****"= These spells are from the Forgotten Realms Campaign Sourcebook. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

Description
Maitëliant's black hair is tangled, a scraggly beard mars his face, and the finery he brought with him from Gondor is worn down to nearly rags. There is still a wild, handsome charisma about Maitëliant but the madness in his eyes is something else. He seldom carries any of his old weapons, instead relying on his magic. He is never seen without his gnarled, rune-covered staff of oak.

Combat
Due to the frailty of his own form, Maitëliant relies on summoned minions to fight for him. He will never enter melee combat if he can help it, using summoned creatures to keep opponents away while he casts more spells to destroy any opponents whom the Mad Númenórean's minions can not quickly destroy.

Númenórean Traits: In addition to normal human traits, Maitëliant is immune to sleep spells and similar magical effects. He receives a +2 racial saving throw bonus against Enchantment spells or effects and a +1 racial bonus on Listen, Search, and Spot checks.

Low-light Vision: Maitëliant can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Arcane Preparation: This feat allows Maitëliant to prepare one or more spells ahead of time as a wizard does. Thus, he can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action. This feat appears in Tome and Blood and the Forgotten Realms Campaign Sourcebook.

Education: Maitëliant has all Knowledge skills as class skills. This feat appears in the Forgotten Realms Campaign Sourcebook.

Enlarge Spell: 4 times per day, the Mad Númenórean may cast a spell as if it were under the effects of the Enlarge Spell. He does not need to prepare this spell in advance, and this does not increase the casting time or use a higher spell slot.

Magic Items: Maitëliant's staff of divination has 17 charges left. This item is described in Tome and Blood. It allows the use of the following spells:
· Detect secret doors (1 charge)
· Locate object (1 charge)
· Tongues (1 charge)
· Locate creature (1 charge)
· Prying eyes (2 charges, DC 17)
· True seeing (2 charges)

Summoned Creatures: Whenever Maitëliant casts summon monster III, he conjures a large fiendish spider that will fight for him for 9 rounds. If necessary, the Mad Númenórean will cast this spell repeatedly to defeat his foes. Note that the spider summoned is of the hunting type rather than the web-spinning type.

Fiendish Large Spider: CR 3; Large vermin; HD 4d8+4; hp 22; Init +3 (Dex); Spd 40ft., climb 20ft.; AC 14 (-1 size, +3 Dex, +2 natural), Atk: +4 melee (1d8+3 and poison, bite); SA Poison, smite good; SQ Vermin, cold and fire resistance 10, darkvision 60 ft., DR 5/+1, SR 8; AL: NE; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +14, Hide +6, Jump +8, Spot +15
Poison (Ex): Bite; Fort save (DC 16); initial and secondary damage 1d6 temporary Strength
Smite Good (Su): Once per day, make a normal melee attack to deal +4 damage against a good foe.

In Sauron's Service
After many years of mad devotion to the spider-creature Shelob, Maitëliant first met the man known as the Mouth of Sauron. The orcs had told the Mouth of Sauron of Shelob's mysterious "priest," and he came to see for himself if the rumors were true.
The Mouth easily won Maitëliant to Sauron's cause, speaking of Ungoliant's service to Sauron's former lord, Morgoth. If Maitëliant worshipped Ungoliant, who had served the first Dark Lord, the Mouth asked, should Maitëliant himself not serve the Dark Lord Sauron?
Soon, Maitëliant was sent to fight alongside the Haradrim and, later, the Easterlings. Though his true doings during the war are unknown, separate (and often contradictory) rumors have placed him at battles near Dale and Erebor, and his sorcery is often mentioned as the source of many foul plagues of insects the troubled the elves of Lórien. It is almost certain that he dwelt at Dol Amroth for a time, but his activities there seem to have had little to do with open battle.
It would not be surprising to hear tales of Maitëliant performing dark deeds in any of the places where the forces of the Enemy troubled the peoples of Middle Earth at the end of the Third Age.

Maitëliant, the Mad Númenórean
Medium-sized Human (Dunedain)
Sorcerer/Arcane Devotee*/Pale Master*/Alienist*/Contemplative*
Level 15 (8/3/1/1/2)

Hit Dice: 12d4+3d6+15 (57 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 bone mail)
Attacks: Club+6/+1 melee or halfspear +7/+2 thrown
Damage: 1d6 (club) or 1d6 (halfspear)
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Sacred Defense +1, Divine Health, Slippery Mind, Immune to magical sleep effects, Low-light vision
Saves: Fort +6, Ref +4, Will +18
Abilities: Str 10, Dex 12, Con 13, Int 12, Wis 14, Cha 16
Skills: Climb +3, Concentration +5, Knowledge (Arcana) +13, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +6, Knowledge (Nobility and Royalty) +3, Knowledge (Religion) +17, Knowledge (The Planes) +9, Listen +4, Scry +5, Spellcraft +16, Spot +4
Feats: Alertness, Arcane Preparation, Education, Enlarge Spell, Improved Counterspell, Simple Weapon Proficiency, Skill Focus (Knowledge (Religion)), Spell Focus (Conjuration)

Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Neutral Evil
Advancement: By Character Class.

Spells: (6/7/7/7/6/6/6 ) 0th Level-Acid Splash***, Arcane Mark, Daze, Detect Poison, Distort Shadow**, Mage Hand, Mending, Read Magic, Steal Sleep**
1st Level-Acid Spittle**, Chameleon Skin**, Scatterspray****, Shelgarn's Persistent Blade***, Spider Climb
2nd Level-Arcane Lock, Death Armor***, Invisibility, Protection from Arrows, Summon Swarm, Web
3rd Level-Mind Raid**, Phantom Steed, Spider Poison***, Summon Monster III, Wind Wall
4th Level-Fear, Giant Vermin, Hallucinatory Terrain, Stoneskin, Wall of Evil***
5th Level-Animal Growth, Dominate Person, Doomwail**, Insect Plague, Lesser Ironguard***
6th Level-Circle of Death, Fire Spiders***, Geas/Quest, Spider Curse****

"*"= The Arcane Devotee prestige class is from the Forgotten Realms Campaign Sourcebook. The Pale Master and Alienist prestige classes are from Tome and Blood. The Contemplative prestige class is from Defenders of the Faith. However, all of the benefits and abilities that these classes provide to Maitëliant are described below.

"**"= These spells are from Relics & Rituals. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

"***"= These spells are from Magic of Faerun. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

"****"= These spells are from the Forgotten Realms Campaign Sourcebook. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

Description
Maitëliant wears his black hair long now, and tied in the back with yellow cord. He dresses in expensive clothes befitting a representative of the Dark Lord, and he is bedecked with rings and jewels. He wears several crude, self-made amulets, however, inscribed with meaningless symbols that only possess magical power in the sorcerer's tortured mind.
He is coldly charismatic, and his blue eyes shine with secret and powerful knowledge, as well as a hint of mad self-importance. He bears a gnarled oaken staff covered in runes of knowledge from an age long past. At night or in cold weather, he wears a black cloak emblazoned with the mark of the Lidless Eye.

Combat
Due to the frailty of his own form, Maitëliant relies on summoned minions to fight for him. He will never enter melee combat if he can help it, using summoned creatures to keep opponents away while he casts more spells to destroy any opponents whom his minions cannot quickly destroy.

Númenórean Traits: In addition to normal human traits, Maitëliant is immune to sleep spells and similar magical effects. He receives a+2 racial saving throw bonus against Enchantment spells or effects and a +1 racial bonus on Listen, Search, and Spot checks.

Low-light Vision: Maitëliant can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Arcane Preparation: This feat allows Maitëliant to prepare one or more spells ahead of time as a wizard does. Thus, he can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action. This feat appears in Tome and Blood and the Forgotten Realms Campaign Sourcebook.

Education: Maitëliant has all Knowledge skills as class skills. This feat appears in the Forgotten Realms Campaign Sourcebook.

Improved Counterspell: When counterspelling, instead of using the exact same spell he is attempting to counter, Maitëliant may use a spell of the same school that is one or more levels higher than the target spell. This feat first appeared in the Forgotten Realms Campaign Sourcebook.

Enlarge Spell: 4 times per day, the Mad Númenórean may cast a spell as if it were under the effects of the Enlarge Spell. He does not need to prepare this spell in advance, and this does not increase the casting time or use a higher spell slot.

Alignment Focus: Maitëliant casts Evil spells at +1 caster level. Note that this includes summon monster spells when used to summon evil creatures.

Sacred Defense: Maitëliant receives +1 to all saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.

Summon Alien: When Maitëliant casts any summon monster spell, the pseudonatural creature template is added to all summoned creatures (se below).

Spider Domain: Seven times per day, the Mad Númenórean can rebuke or command spiders as an evil cleric rebukes or command undead.

Divine Health: Maitëliant is immune to all diseases, including magical disease such as mummy rot and lycanthropy.

Slippery Mind: If the Mad Númenórean is affected by an enchantment and fails his saving throw, one round later he can attempt his saving throw again. He only gets one extra chance to succeed at his saving throw.

Magic Items: Maitëliant's staff of divination has 17 charges left. This item is described in Tome and Blood. It allows the use of the following spells:
· Detect secret doors (1 charge)
· Locate object (1 charge)
· Tongues (1 charge)
· Locate creature (1 charge)
· Prying eyes (2 charges, DC 17)
· True seeing (2 charges)

Summoned Creatures: Whenever Maitëliant casts summon monster III, he conjures a large pseudonatural spider, which will fight for him for 16 rounds. If necessary, the Mad Númenórean will cast this spell repeatedly to defeat his foes. Note that the spider summoned is of the hunting type rather than the web-spinning type.

Pseudonatural Large Spider: CR 3; Large outsider; HD 4d8+4; hp 22; Init +3 (Dex); Spd 40ft., climb 20ft.; AC 14 (-1 size, +3 Dex, +2 natural), Atk: +4 melee (1d8+3 and poison, bite); SA Poison, true strike; SQ Vermin, electricity and acid resistance 10, DR 5/+1, SR 8, Alternate form; AL: NE; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +14, Hide +6, Jump +8, Spot +15
Poison (Ex): Bite; Fort save (DC 16); initial and secondary damage 1d6 temporary Strength
True Strike (Su): Once per day, make a normal attack with a +20 insight modifier on a single attack roll
Alternate Form (Su): As a standard action, the pseudonatural spider can change shape, growing small tentacles from its abdomen, eyes at the joints of its legs, and replacing its normal head with a shrunken gray human face. This alternate form is so horrifying that other creatures receive a -1 morale penalty to attack rolls against the pseudonatural spider in this shape.

After the War
The news of Sauron's fall hit Maitëliant like a thundering doom, and drove him to flee the armies with which he traveled. The foreign men had always hated the sorcerer, for he was a noble of Gondor and a relative to many whom they had hated of old. Only the will of Sauron had kept Maitëliant's head on his shoulders.
Other rumors, that Shelob herself had been wounded or possibly slain, reached Maitëliant, but he was too afraid to return to Mordor. He feared both his brother Prince Imrahil and his ally, the prophesied King Elessar. Instead, he fled into the Misty Mountains, and found caverns there, some of which were free of goblins or worgs.
He wore an enchanted robe given to him by the Mouth of Sauron in recognition of loyal service years before, and it helped him to avoid the goblins. In the caves, he devoted himself to the study of ancient books he had discovered in Dol Amroth, and his sorcerous power inceased. For years he skulked about the Misty Mountain caverns, a second Gollum living off occasional foraging trips the outside world. Still, with all of his study, he never gained enough power to believe he would survive a return to Mordor.
In his insanity, Maitëliant grew to believe his refusal to return to Shelob had displeased the "goddess." He began to fear spiders, believing they were all spies whispering to Ungoliant of his cowardice. Even those Maitëliant conjured were, he believed, only feigning their service, and he lived in dread of that day the spiders would turn on him. Of course, that day never came.
The time came when Maitëliant's madness led him to seek to rule the goblins of the mountains, and his battles with them are recorded, though accounts contradict each other as to whether or not he succeeded. Perhaps the goblins slew him, or perhaps fear of his power drove them to obedience. Still more rumors say he died in Mordor, having finally returned and failed to find Shelob.
But one fact is known: that Maitëliant's elder brother Imrahil outlived him, and that the Prince of Dol Amroth had his brother's body retrieved from wherever it had finally fallen. Imrahil buried Maitëliant in their homeland, with strange sadness and solemnity, for the sake of their long-dead mother, who never recovered from the heartbreak she felt over the departure of her most beloved son.

Maitëliant, Exile in the North
Medium-sized Human (Dunedain)
Sorcerer/Arcane Devotee/Pale Master/Alienist/Contemplative/Elemental Savant/Archmage
Level 22 (8/3/1/4/2/3/1)

Hit Dice: 19d4+3d6+47 (107 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 bone mail)
Attacks: Club+9/+4 melee or halfspear +10/+5 thrown
Damage: 1d6 (club) or 1d6 (halfspear)
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Sacred Defense +1, Divine Health, Slippery Mind, Acid Resistance: 5, Immune to magical sleep effects, Darkvision 60 ft., Immune to paralysis, Robe of eyes
Saves: Fort +10, Ref +7, Will +25
Abilities: Str 10, Dex 12, Con 14, Int 12, Wis 12, Cha 17
Skills: Alchemy +5, Climb +3, Concentration +11, Handle Animal +7, Knowledge (arcana) +16, Knowledge (history) +3, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (nobility and royalty) +3, Knowledge (religion) +17, Knowledge (The Planes) +9, Listen +3, Ride +3, Scry +9, Search +16, Spellcraft +18, Spot +18
Feats: Alertness, Arcane Preparation, Education, Energy Substitution (acid), Enlarge Spell, Improved Counterspell, Simple Weapon Proficiency, Skill Focus (Knowledge (Religion)), Skill Focus (Spellcraft), Spell Focus (Conjuration), Spell Focus (Necromancy)

Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 22
Treasure: Standard
Alignment: Neutral Evil
Advancement: By Character Class.

Spells: (6/7/7/7/6/6/6/5) 0th Level-Acid Splash***, Arcane Mark, Daze, Detect Poison, Distort Shadow**, Read Magic, Steal Sleep**
1st Level-Acid Spittle**, Chameleon Skin**, Change Self, Charm Person, Scatterspray****, Shelgarn's Persistent Blade***, Spider Climb
2nd Level-Arcane Lock, Death Armor***, Invisibility, Protection from Arrows, Summon Swarm, Web
3rd Level-Mind Raid**, Phantom Steed, Spider Poison***, Summon Monster III, Wind Wall
4th Level-Fear, Giant Vermin, Hallucinatory Terrain, Stoneskin, Wall of Evil***
5th Level-Animal Growth, Dominate Person, Doomwail**, Insect Plague, Lesser Ironguard***
6th Level-Circle of Death, Fire Spiders***, Geas/Quest, Spider Curse****
7th Level-Finger of Death, Greater Ironguard***, Insanity

"*"= The Arcane Devotee and Archmage prestige classes are from the Forgotten Realms Campaign Sourcebook. The Pale Master, Alienist and Elemental Savant prestige classes are from Tome and Blood. The Contemplative prestige class is from Defenders of the Faith. However, all of the benefits and abilities that these classes provide to Maitëliant are described below.

"**"= These spells are from Relics & Rituals. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

"***"= These spells are from Magic of Faerun. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

"****"= These spells are from the Forgotten Realms Campaign Sourcebook. If you do not have that book, these spells can be replaced with any Sorcerer spell of the same level.

Description
Maitëliant long black hair and beard are wild and unkempt, and his maddened blue eyes glance about his person in unceasing paranoia. His robe is clean and unmarred, however, and covered with strange eye-like patterns of varying sizes that seem to spiral outward from a golden clasp at the neck. Maitëliant wars no other adornments, save the silver buckles of his boots. His gnarled oaken staff is beginning to look hand-worn despite its startling runes.

Combat
Due to the frailty of his own form, Maitëliant relies on summoned minions to fight for him. He will never enter melee combat if he can help it, using summoned creatures to keep opponents away while he casts more spells to destroy any opponents which the Mad Númenórean's minions can not quickly destroy.

Númenórean Traits: In addition to normal human traits, Maitëliant is immune to sleep spells and similar magical effects. He receives a+2 racial saving throw bonus against Enchantment spells or effects and a +1 racial bonus on Listen, Search, and Spot checks (already accounted for above).

Darkvision: Maitëliant can see in the dark up to 60 feet. Darkvision isblack and white only, but it is otherwise like normal sight, and Maitëliant can function just fine with no light at all. (This magical item ability replaces Maitëliant's natural low-light vision.)

Arcane Preparation: This feat allows Maitëliant to prepare one or more spells ahead of time as a wizard does. Thus, he can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action. This feat appears in Tome and Blood and the Forgotten Realms Campaign Sourcebook.

Education: Maitëliant has all Knowledge skills as class skills. This feat appears in the Forgotten Realms Campaign Sourcebook.

Improved Counterspell: When counterspelling, instead of using the exact same spell he is attempting to counter, Maitëliant may use a spell of the same school that is one or more levels higher than the target spell. This feat first appeared in the Forgotten Realms Campaign Sourcebook.

Energy Substitution (Acid): When casting a spell with an energy designator, Maitëliant can modify the spell to use acid energy instead. The spell works normally in all respects except for the damage dealt. This feat is described in Tome and Blood.

Enlarge Spell: 4 times per day, the Mad Númenórean may cast a spell as if it were under the effects of the Enlarge Spell. He does not need to prepare this spell in advance, and this does not increase the casting time or use a higher spell slot.

Alignment Focus: Maitëliant casts Evil spells at +1 caster level. Note that this includes summon monster spells when used to summon evil creatures.

Sacred Defense: Maitëliant receives +1 to all saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.

Summon Alien: When Maitëliant casts any summon monster spell, the pseudonatural creature template is added to all summoned creatures.

Spider Domain: Seven times per day, the Mad Númenórean can rebuke or command spiders as an evil cleric rebukes or command undead.

Divine Health: Maitëliant is immune to all diseases, including magical disease such as mummy rot and lycanthropy.

Slippery Mind: If the Mad Númenórean is affected by an enchantment and fails his saving throw, one round later he can attempt his saving throw again. He only gets one extra chance to succeed at his saving throw.

Phobia: Maitëliant suffers a -2 penalty to saving throws, attack rolls, and Charisma-based skill and ability checks against spiders. Spiders gain a +2 moral bonus to AC and saving throws against the Mad Númenórean.

Elemental Savant (Earth): Maitëliant has an Acid Resistance of 5. The save DC of any spell he casts with the acid descriptor increases by +1, and he gains a +1 competence modifier on caster level checks to beat a creature's spell resistance when casting acid or earth spells.

High Arcana (Mastery of Counterspelling): When the Mad Númenórean counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.

Magic Items: Maitëliant's staff of divination has 17 charges left. This item is described in Tome and Blood. It allows the use of the following spells:Detect secret doors (1 charge)
· Locate object (1 charge)
· Tongues (1 charge)
· Locate creature (1 charge)
· Prying eyes (2 charges, DC 17)
· True seeing (2 charges)
The robe of eyes worn by the Mad Númenórean prevents him from being flanked or losing his Dex bonus to AC, and gives him a +15 circumstance bonus to all Search and Spot checks (already accounted for above). While wearing the robe, he cannot avert his eyes from or close his eyes to a creature with a gaze attack.

Summoned Creatures: Whenever Maitëliant casts summon monster III, he conjures a large pseudonatural spider, which will fight for him for 23 rounds. If necessary, the Mad Númenórean will cast this spell repeatedly to defeat his foes. Note that the spider summoned is of the hunting type rather than the web-spinning type.

Pseudonatural Large Spider: CR 3; Large outsider; HD 4d8+4; hp 22; Init +3 (Dex); Spd 40ft., climb 20ft.; AC 14 (-1 size, +3 Dex, +2 natural), Atk: +4 melee (1d8+3 and poison, bite); SA Poison, true strike; SQ Vermin, electricity and acid resistance 10, DR 5/+1, SR 8, Alternate form; AL: NE; SV: Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +14, Hide +6, Jump +8, Spot +15
Poison (Ex): Bite; Fort save (DC 16); initial and secondary damage 1d6 temporary Strength
True Strike (Su): Once per day, make a normal attack with a +20 insight modifier on a single attack roll
Alternate Form (Su): As a standard action, the pseudonatural spider can change shape, growing small tentacles from its abdomen, eyes at the joints of its legs, and replacing its normal head with a shrunken gray human face. This alternate form is so horrifying that other creatures receive a -1 morale penalty to attack rolls against the pseudonatural spider in this shape.

Whenever Maitëliant casts summon monster VI, he conjures a gargantuan pseudonatural spider, which will fight for him for 23 rounds.

Pseudonatural Gargantuan Spider: CR 9; Gargantuan outsider; HD 24d8+24; hp 132; Init +3 (Dex); Spd 40ft., climb 20ft.; AC 18 (-4 size, +3 Dex, +9 natural), Atk: +20 melee (2d8+9 and poison, bite); SA Poison, true strike; SQ Vermin, electricity and acid resistance 20, DR 10/+3, SR 25, Alternate form; AL: NE; SV: Fort +15, Ref +11, Will +8; Str 23, Dex 17, Con 12, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +18, Hide -2, Jump +8, Spot +15
Poison (Ex): Bite; Fort save (DC 31); initial and secondary damage 2d6 temporary Strength
True Strike (Su): Once per day, make a normal attack with a +20 insight modifier on a single attack roll
Alternate Form (Su): As a standard action, the pseudonatural spider can change shape, growing small tentacles from its abdomen, eyes at the joints of its legs, and replacing its normal head with a shrunken gray human face. This alternate form is so horrifying that other creatures receive a -1 morale penalty to attack rolls against the pseudonatural spider in this shape.
 

Darraan

Submitted by Michael McKeown (qstor on ENworld)

Dwarf Smith/Enchanter

Darren is a great dwarven smith and enchanter of arms
and armor. He could be set in
Moria or another other active Khazhd dwelling. His
greatest creation is a finly crafted spear
of mithril that he gave to the leader of the elves.


Cleric 6/Fighter 1

HD 6d8 + 1d10 +21 Hp53, Int +1 spd 20 ft, AC 16
(chain shirt +1, dex +1) BAB: +6; warhammer +8

Feats: armor proficenecy (light, medium and heavy),
shield proficency,
martial weapon proficency, simple weapon proficency,
weapon focus: warhammer,
power attack, skill focus (craft: weaponsmith), craft
magic arms and armor,

St 14, DX 12, Con 17, Int 14, Wis 16, Cha 11

Skills: craft: weaponsmith +14, craft armorsmith +10,
craft: blacksmith +8,
Knowledge (dwarven history) +4, knowledge (arcana) +4,
profession: weaponsmith +5,
Appraise +5, Diplomacy +3, search +6, Spot +6,

Domains (dwarf (FRCS) and earth

spells: O - detect magic, read magic, detect poison,
mending, viture
1- Command, Bless, Sanctuary, magic stone (domain)
2 - augury, bulls strength, make whole, endurance
(domain)
3 - Glyph of warding, prayer Stone Shape (domain)

war hammer +1, chain shirt +1, weaponsmith tool kit
 

THE MAW OF THE DEEP

Submitted by Michael Rooney

THE MAW OF THE DEEP

‘There are many things in the deep waters.’
—Gandalf (I, 280)

Ghost Kraken Drd8; CR 22; Gargantuan Undead; HD 28d12; hp 182; Init +4; Spd fly 30 ft. (perfect); AC 20
ethereal (–4 size, +14 natural) or 9 manifest (–4 size, +3 deflection); Attack +17 melee (withering, 2 tentacles),
+14 melee (withering, 6 arms and bite) or +29 melee (2d8+12, 2 tentacles), +26 melee (1d6+6, 6 arms), +26
melee (4d6+6, bite); Face 20 ft. by 40 ft.; Reach 10 ft. (100 ft. with tentacle); AL NE; SV Fort +17, Ref +18,
Will +19; Str 34, Dex 10, Con —, Int 21, Wis 20, Cha 16.
Skills and Feats: Concentration +21, Diplomacy +14, Intuit Direction +16, Knowledge (geography) +18,
Knowledge (nature) +18, Listen +23, Scry +18, Search +23, Spellcraft +16, Spot +24, Wilderness Lore +16;
Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will,
Multiattack, Skill Focus (scry), Weapon Focus (tentacle).
Constrict (Ex): If it has a hold, the Maw deals automatic arm or tentacle damage with a successful grapple
check against Huge or smaller creatures.
Frightful Aura (Su): Any natural animal (Animal or Beast subtype) within 30 feet of the Maw (even if the Maw
is entirely ethereal or possessing the body of another) must succeed at a Will save (DC 27) or become panicked
for 2d4 rounds. This is a necromantic, mind-affecting fear effect. A creature successfully saving against the
aura cannot be so affected for one day.
Improved Grab (Ex): Against opponents on the ethereal, the Maw can start a grapple as a free action on an
opponent of up to Huge size hit by an arm or tentacle attack.
Incorporeal: The Maw can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells,
spell-like or supernatural abilities. When so hit, the Maw has a 50% chance to ignore damage from a corporeal
source. The Maw can pass through solid objects at will, and its attacks ignore natural armor, armor, and
shields. An incorporeal creature can’t be heard with Listen checks.
Ink Cloud (Ex): The Maw can emit a cloud of jet-black ink 80 feet high by 80 feet wide by 120 feet long once
per minute as a free action, providing total concealment. Creatures within the cloud suffer the effects of total
darkness.
Jet (Ex): The Maw can jet backward once per round as a double move action, at a speed of 280 feet.
Malevolence (Su): Once per round, the Maw can merge its body with a creature on the material plane. This
ability is similar to magic jar as cast by a Sor10, except that it does not require a receptacle. If the attack
succeeds, the Maw’s body vanishes into the opponent’s body. The target can resist the attack with a successful
Will save (DC 18). A creature successfully saving is immune to the Maw’s malevolence for one day.
Manifestation (Su): As an ethereal creature, the Maw cannot affect or be affected by anything in the material
world. When it manifests, the Maw becomes visible but remains incorporeal. When manifest, the Maw can
strike with its touch attacks, but can be attacked by opponents on both the material and ethereal planes. When
the Maw manifests, its spells affect both ethereal targets and targets on the material plane normally unless the
spells rely on touch. The Maw’s touch spells don’t work on material targets.
Rejuvenation (Su): Even if destroyed, the Maw returns to the Ice Bay of Forochel in 2d4 days, though it is
trapped on the ethereal and cannot manifest or use malevolence for 2d4 years. The only way to permanently
destroy the Maw is to deprive it of the palantíri it clutches in its watery grave.
Spell-Like Abilities: 1/day—control weather, control winds, dominate animal, and resist elements as Drd9 (save DC 15 +
spell level).
Turn Resistance (Ex): The Maw is turned or rebuked as a 32 HD undead.
Undead: The Maw is immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic
effects, and ignores mind-influencing effects. The Maw is not subject to critical hits, subdual damage, ability
damage, ability drain, or energy drain. It has no Constitution score and is thus immune to any effect requiring a
Fortitude save (unless it affects objects).
Withering (Su): When manifest, the Maw’s touch acts as a rod of withering, dealing 1d4 points of temporary
Strength damage and 1d4 points of temporary Constitution damage with a successful touch attack. If the Maw
scores a critical hit, the damage is permanent ability drain instead. A Fortitude save (DC 27) negates the effect
in either case.
Spells Prepared: (6/6/4/4/3, DC 15 + spell level) 0—detect magic (x3), guidance (x2), resistance; 1st—faerie fire,
endure elements, entangle (x2), magic fang, obscuring mist; 2nd—charm person or animal (x2), chill metal, summon swarm; 3rd—
contagion, diminish plants, dominate animal, poison; 4th—dispel magic, quench, rusting grasp.
Possessions: The palantíri of Amon Sûl and Annúminas.

In the waning days of the second millennium of the Third Age, Arvedui, Last-King of the North, fled from the
Witch-King of Angmar across the Ice Bay of Forochel. Arvedui’s ship foundered in an icy tempest and all
aboard perished. Also lost were two mighty heirlooms of Westernesse, the palantíri of Annúminas and Amon
Sûl. But what was lost is sometimes found, even in the fathomless deeps of the sea. Whether the malignant
entity known as the Maw of the Deep is a spirit of Yavanna lately corrupted by Sauron or a spirit of the Outer
Dark as old and monstrous as Ungoliant, not even the wise know. By what means it passed from life into the
shadow realm of unlife is likewise a matter of sheerest conjecture. It is not known to have played any role in
the War of the Ring. But in the Fourth Age, the Maw, having observed the ways of the surface world
ethereally, via malevolence, and through the palantíri in its grasp, will seek to bend the souls of Men to its corrupt
ends.

PERSONALITY
The Maw is methodical and intelligent, but ultimately a slave to its passions: hunger and wrath. The Maw
despises the natural order, from which it has irrevocably fallen, and now bitterly schemes to thwart the Music
of the Ainur however it can. It craves not power or dominion save as means to the ultimate destruction of
Arda: the Maw believes that if it can annihilate Mankind, the designs of Eru and the Valar will fail and the
powers beyond the world will be overthrown as well. This vision is as deranged as it is evil, but such is the
Maw’s ache for vengeance: it would consume itself to spite Creation.

HOOKS
The Maw is best used as a campaign-long antagonist, a major supernatural villain in games set in the Fourth
Age. The Maw’s malevolence ability should be used liberally: the DM need not make it obvious that a number of
disparate ‘villains’ are all guises of a single shadowy fiend. The exact means by which the Maw seeks to destroy
Arda are up to the individual DM. The Maw could have a short term goal of building a false religion, a
worship of Man as God, in which worshippers are encouraged to rise ‘above’ the human condition by
accepting ‘blessings’: inhuman transformations such as lycanthropy, vampirism, fiendishness, or worse.
Alternately, the Maw may seek a magic ritual to inundate the dry lands, in which case it will possess scholars
and loremasters to learn the means to such an end. Or the Maw may seek to corrupt the Maia Ossë, and so
turn him to destroy Arda’s coasts, or to overthrow Ulmo.

After the PCs have pieced together an inkling of the true nature of their opponent, the Maw can strike terror
into the hearts of a high-level party by finally manifesting and demonstrating its awful power. A high-level
party could likewise journey into the twilit landscape of the ethereal (which in Middle-Earth would likely be
akin or identical to the shadowy realm that Frodo perceives when wearing the One Ring, the plane on which
the Nazgûl have being) to confront this being in its home realm. Ultimately, PCs seeking to defeat this
monstrosity forever will have to brave the frigid depths of the Bay of Forochel and free the palantíri of Arnor
from the ancient shipwreck of Arvedui.

TACTICS
The Maw prefers to avoid combat and maintain a low profile while it goes about its schemes. If possible, the
Maw avoids animal life, and uses charm magic frequently to influence the minds of Men. If forced into combat,
the Maw fights from a possessed victim of his malevolence ability, using whatever weapons the host carries, or
casting its own spells (it can use all spells normally while possessing a material being). Only if intent on utterly
destroying opponents will the Maw manifest its terrible true form: the Maw would rather a possessed host
simply die (it can move on to another host ad infinitum) than reveal its nature prematurely.
 

Congratulations to Michael Rooney for his winning entry - the Maw of the Deep - in the Middle Earth d20 Conversion Site NPC contest!

We also want to thank Morrus for sponsoring the contest, not to mention giving the conversion site a home.
 


Maw of the Deep

This might sound sycophantic, but in all sincerity, you absolutely made the right choice. I liked a lot of the entries (including my own, obviously), but the concept of ghostly kraken had me from the first line of the statblock. I'm a little jealous of the creativity on that one.

I will steal that one for my game.

(One thing makes me feel better: I had already bought the new DVD-- I had a feeling. Mr. Rooney may be the winner, but at least I am watching the deleted scenes now, instead of later . . . . Heh.)
 

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