Nendolrog

(S. "Watery-Hill Demon")

AUTHOR: Matt Kearns (GandalfOfBorg)

ISSUE: 24:13

 

Attributes

BRG 15 (+4)

NIM 9 (+1)*

PER 6 (+0)

STR 20 (+7)

VIT 18 (+6)*

WIT 10 (+2)

Reactions

STAM +7

SWIFT +3

WILL +6*

WIS +4

 

Defence

11

Size

Mammoth

Courage

4

Health

25

Move

24 (water), 12 (land)

Renown

7

 

Edges

none

Flaws

Hatred (Sindarin Elves)

Special Abilities

Eyes of the Deep, Regenerate (3 times normal Wound Points recovered), Resistance (Physical damage), Surge, Rip Tide

Skills

Intimidate (Power) +12, Observe (Spot) +8, Stealth (Sneak, Hide) +10

 

TN Equivalent

25

 

Description

Nenrogs (water-demons): Through greatly fearing the wrath of the Vala of the Sea, Ulmo, these demons of Water still defied their calling and hid in the depths of the seas, in underground pools at the roots of the mountains, and occasionally lurk amongst the shallows near ports. Their many forms can be of hideous creatures, sinuous and slimy, or as great destructive forces in the form of tidal waves and the like.

 

 

Unique Special Abilities

Eyes of the Deep: The Nendolrog’s large, keen eyes drink in all the available light in the depths to see through the murkiest of waters, even at night; they suffer no penalties to tests related to seeing when underwater. However, the Nendolrog’s eyes may be attacked with a -5 penalty to hit; an Extraordinary Success will blind the creature (Crippled: Blind, one eye) for 2d6 days until the eye is regenerated. Upon a successful attack, the demon suffers damage normally and a cumulative -2 penalty to tests related to sight per attack on each eye (max -10).

 

Surge: The Nendolrog has the ability to command and control waves and water while at sea or near shore. As a full-round action, it can force water ashore rapidly, flooding areas up 50 feet inland per point of Bearing to a depth of 1 foot per point of Vitality. Similarly, while at sea, it may thrust large amounts of water at a ship like a battering ram with a wall of water standing 1 foot high per point of Vitality, dealing 1d6+Strength modifier Structure damage to a ship.

 

Rip Tide: Manipulating the natural tides and currents, the Nendolrog can suck the water from the coast of the sea or lake rapidly, pulling people and craft out from the safety of the shore. A TN 12 Strength or TN 15 Swim test is required to resist. Legerdemain and Nimbleness tests for tying up objects and people must have a result of 10 or better to remain secure.