Fantasy
Middle-earth during the events of The Lord of the Rings.
Author's Note: As the War of the Ring rages, Middle-earth stands on the brink of ruin or salvation. In this vast, living world, you forge your own path—be it as a noble warrior fighting for Gondor, a cunning rogue navigating the streets of Bree, an Elven scout patrolling Mirkwood, or even a servant of the Dark Lord seeking to tip the scales in Sauron’s favor.
While the Fellowship carries out its fateful quest, your journey unfolds across the lands of Middle-earth, where every choice shapes your destiny. Will you stand with the Free Peoples, battling against the growing shadow, or embrace the darkness and seize power for yourself? Your actions may tip the balance, altering the course of history or ensuring that events unfold as foretold.
From the battlefields of Rohan to the depths of Moria, the power is in your hands. The fate of Middle-earth is not yet written—will you be its savior or its doom?
Played | 16 times |
Cloned | 2 times |
Created | 81 days ago |
Last Updated | 66 days ago |
Visibility | Public |
HP Range6 - 16 (Avg: 11)
AC13
XP50
Description
These fearsome creatures, serve as both mounts for Orcs and agents of terror. Dreaded in battle, they hunt in packs and are known for their cunning and ferocity, making them relentless foes against any who oppose them. Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Details
Size | Medium |
Type | Beast |
CR | 1 |
XP | 50 |
Languages | Understand the Common tongue and Black Speech but cannot speak. |
Defenses
Armor Class | 13 |
HP Range | 6 - 16 (Avg: 11) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.