Val	CHA	Cost	Roll	Notes
18	DEX	24	13-	OCV:  6/DCV:  6
14	INT	4	12-	PER Roll 12-
20	EGO	20	13-	ECV:  7
35	PRE	25	17-	PRE Attack:  7d6
3	SPD	2		Phases:  4, 8, 12
Total Characteristics Cost:  75

Movement:	Running:  6"/12"
		Swimming:  2"/4"

Cost	Powers & Skills
Combat Training:
6	Combat Skill Levels:  +2 with Swords

Barrow-Wight Powers:
192	Drain:  5d6 vs STUN, (Return/turn), Affects Real World (+2), Ranged 
	(Limited Power:  Only 2d6 are Ranged) (+1/2), 0 END (+1/2)
31	Telekinesis:  STR 15, Affects Real World (+2), 0 END (+1/2), No Range (-1/2), 
	Only as if a body
15	Images (vs Sight & Hearing), Affects Real World (+2), 0 END (+1/2), No 
	Range (-1/2), Only to Form Self-Image ()
15	Ultraviolet Vision, Affects Real World (+2)
10	Astral Vision

Background Skills:
3	Black Speech (Completely Fluent w/Accent)
0	The Tongue of Aman (Native)
3	Westron (Completely Fluent w/Accent)
2	WF:  Common Melee Weapons
277	Total Powers & Skills Cost
352	Total Character Cost

75+	Disadvantages
20	Distinctive Features:  Undead Warrior (NC)
25	Physical Limitation:  Bound to Barrow (All the Time, Fully)
20	Psychological Limitation:  Hatred of Life (Very Common, Strong)
35	Susceptability:  Sunlight (3d6 STUN/Phase)
10	Vulnerability:  Magic Weapons (as Consume Spirit) (2x Effect)
167	Dead Hand Bonus
352	Total Disadvantage Points


The Barrow-Downs are a field of great barrow-mounds east of the Old Forest, also known as Tyrn Gorthad. The mounds were first built in the First Age, by the wandering forefathers of the Three Houses of the Edain, and are thus much revered by they Dúnedain, who continued to bury their dead there until the fall of Cardolan in Third Age 1409. Around 1636, the barrows were inhabited by evil wights sent by the Witch-King of Angmar, and the downs have had an evil reputation ever since.

The wights themselves are immaterial creatures, who are nonetheless capable of being seen and exerting a grip like iron. Their most feared power, however, is their ability to weaken a foes. This can be done with but a glance, but the power is far more sure with a touch.

Barrow-wights do not slay their enemies outright, but rather drain them and take them back into their barrows where they then sacrifice their foes to the power of Sauron in an unhallowed ritual.


1. Many people will have noticed that I stole the barrow-wight from the Spirit Rules article in HERO System Almanac I. That is because I think it is very well done. I have changed a few things, discussed below.

2. Many will object to the use of the Spirit rules. I thought long and hard about other ways to do it (there are many) but decided I like the spirit rules, and find this to be a good application of them.

3. I don't much like the way the Spirit Rules handle disadvantages, so I've used normal HSR disadvantages for this character.

4. I've based the character (like all characters in this series) on a 75-point base. I also lowered the wight's SPD to 3.

5. I've given the STUN Drain 5d6 effect with a touch, but 2d6 at range. This is because when Frodo first tries to run, he feels weak, but only passes out when the wight clamps its hands on him.

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