Witch King Leader of The Nine

ResRef
witchking002
Tag
WitchKing
Race
Human
Appearance
Wraith, Hooded 1*
Class(es)
Fighter 60/Blackguard 60/Weapon Master 60
HP
8,780
CR
1200.0
Faction
Hostile (id 1)
Conversation

Where to find

Placed directly

AreaCount
The Witch King's Throne1

Abilities

Str104 (+4 item)Dex30Con17 (+4 item)Int30Wis10Cha35

Classes

ClassLevel
Fighter60
Blackguard60
Weapon Master60

Within the context of Tolkien's legendarium, the Witch-king was originally a great king of Men. In the manuscript of his notes for translators Tolkien stated that the Witch-king's name and background were not recorded, but that he was probably of Númenórean descent. In the 16th century of the Second Age the Rings of Power were forged by the Elves of Eregion under Sauron's direction, and nine of these were given to powerful Men of the time; one of the these was the Witch-king. The rings gave them power and extended their lives indefinitely, but eventually corrupted them, turning them into the ghastly, undead Nazgûl. The Witch-king became their lord. The first sighting of the Nazgûl in Middle-earth was in S.A. 2251. For the next 1200 years, the Lord of the Nazgûl served Sauron as his second in command. He fought in the war against the Last Alliance of Elves and Men between S.A. 3434 and 3441. In S.A. 3441, when Sauron was defeated by Isildur, the nine Nazgûl disappeared from Middle-earth. One thousand years into the Third Age, Sauron resurfaced as "the Necromancer" at Dol Guldur in southern Mirkwood. The Wise suspected this dark power might be one of the Nazgûl, but the latter were recorded only from circa T.A. 1300.[2] This is when the Witch-king first appeared in Angmar, a realm in the far North straddling the Misty Mountains. He quickly dominated Angmar, and turned to levy war against the three splinter kingdoms of Arnor (Arthedain, Rhudaur, and Cardolan); for Sauron, seeing that Gondor remained strong, sought to capitalize on the dissension among the northern kingdoms. It is in these northern wars, prosecuted against the Dúnedain for the next several hundred years, that the evil King of Angmar became known as the Witch-king. Rhudaur was soon compromised; power there was seized by evil Hillmen allied with Angmar. Argeleb I of Arthedain fortified the border against Rhudaur along the Weather Hills, but was slain in battle with Angmar and Rhudaur in T.A. 1356. In T.A. 1409, the Witch-king invaded Rhudaur and Cardolan. King Arveleg I of Arthedain was killed defeding Weathertop, but the palantír there was saved and removed to Fornost. The last Prince of Cardolan was killed, and the remaining Dúnedain of Rhudaur were slain or driven out. The Great Plague of T.A. 1636 destroyed the remaining Dúnedain of Cardolan, and evil spirits from Rhudaur and Angmar infested the burial mounds in the Barrow Downs. Only Arthedain remained to resist the Witch-king (though with frequent help from both Lindon and Rivendell). Araval won a victory over Angmar in T.A. 1851 and sought to reoccupy Cardolan, but the wights terrified all who sought to dwell near the Barrows. Finally, in T.A. 1973, as it became apparent that Angmar was preparing another stroke, Arvedui appealed for help from King Eärnil II of Gondor. But in T.A. 1974 before help could arrive, Angmar overran Arthedain. The Witch-king captured Fornost Erain, the capital of Arthedain. Arvedui fled north, only to drown in the Ice Bay of Forochel early the next year when the rescue ship from Lindon foundered. The Witch-king took his seat of power in newly captured Fornost. But in T.A. 1975, prince Eärnur of Gondor landed at the harbours of Mithlond, leading an army of Gondor. His army was joined by the Elves of Lindon and the remnant of the northern Dúnedain and marched on the Witch-king. On the plains west of Fornost, Eärnur's army met the army of Angmar, which was forced to retreat toward Fornost. As his army was routed, the Witch-king fled north toward Carn Dûm in Angmar; but Eärnur and Glorfindel with reinforcements from Rivendell pursued the retreating party and utterly defeated them. The Witch-king fled into the gathering darkness. Eärnur attempted to follow him, but Glorfindel stopped the prince and prophesied: "Do not pursue him! He will not return to these lands. Far off yet is his doom, and not by the hand of man will he fall."

Combat

HP8,780 (8,680 + 100 Epic Toughness)AC97 (10 base + +10 Dex + +40 natural (NaturalAC) + +8 armor + +8 armor enchant + +6 dodge (items) + +4 dodge (haste) + +11 dodge (Tumble, 56 ranks))BAB+20
Fort+34Ref+33Will+33
Spell Resistance10

AC extras: +8 AC Bonus

Saves shown = stored bonus + ability mod + item bonuses (Saving Throw Bonus: Specific); class-table progression and feat bonuses (Great Fortitude, etc.) are applied at runtime.

Abilities & combat properties

AC Bonus (Dodge, items)+6
Save vs. Fortitude+20
Save vs. Reflex+20
Save vs. Will+20
Ability BonusesConstitution +4, Strength +4
Skill BonusesDiscipline +50, Intimidate +10, Listen +50, Spot +50, Taunt +10
Damage ResistanceAcid 10/-, Cold 10/-, Electrical 10/-, Fire 15/-, Negative 5/-
Damage Reductionsoak 15, bypass +10
Damage ImmunityBludgeoning (75%), Negative (20%), Piercing (25%), Slashing (50%)
Misc ImmunityCritical Hits, Death Magic, Disease, Fear (racial, gear), Knockdown (racial, gear), Level/Ability Drain, Mind-Affecting Spells (racial, gear), Paralysis (racial, gear), Poison
Immunity: SpellsBigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Forceful Hand, Dominate Monster, Dominate Person, Flesh to Stone, Harm, Implosion, Petrification (Breath, Gaze, Touch)
Misc AbilitiesHaste (+4 dodge AC, factored into main AC), Freedom of Movement, True Seeing

Dodge AC and save bonuses are factored into the main combat stats above. Dodge AC stacks (cap +20); haste adds +4 more (separate). All other same-type bonuses do not stack — only the highest is shown. Regeneration stacks without limit. Immunities marked (racial) are granted by the creature's racial type by the engine, not by its equipment.

Weapons

SlotItemBaseTypeAttack scheduleDamageCrit
Right handWitch King's Scythe EPICScytheMelee+92/+87/+82/+772d4+77 (79–85) + Damage Bonus Acid 30, Damage Bonus Magical 29, Damage Bonus Negative 30, Damage Bonus Slashing 30, Massive Criticals 30, On Hit Properties Wounding DC 1820/x4

Spells

Special abilities

Spell/abilityCaster levelUses
Aura, Dragon Fear02/day
Bolt, Level Drain01/day
Divine Favor151/day
Divine Power152/day

Equipment

SlotItemLootable
HeadHelm of the Witch KingYes
ChestPlate of The Witch KingYes
Right handWitch King's Scythe EPICNo
Left ringBoss Ring UNDROPABLENo
Creature hideNPC EVIL No

Inventory (12)

ItemItem TypeLootablePickpocketable
Potion of HealPotionsYesYes
Potion of HealPotionsYesYes
GrondMaceYesNo
Boots of QuickeningBootsYesNo
Kings' Bracers of DisciplineBracers & GauntletsYesNo
Belt of the TitansBeltsYesNo
Sword of The Witch KingLongswordYesNo
Shield of the UnholyLarge ShieldsYesNo
Witch King's ScytheScytheYesNo
Scarab ProtectorAmuletsYesNo
Magical Damage BonusMiscellaneousYesNo
Negative Damage BonusMiscellaneousYesNo

Feats (92)

Skills

SkillRanks
Concentration35
Discipline99
Heal76
Hide65
Listen38
Lore45
Move Silently19
Open Lock67
Parry76
Perform60
Persuade19
Search54
Set Trap45
Spellcraft76
Spot6
Taunt19
Use Magic Device45
Appraise45
Tumble56
Craft Trap64
Bluff56
Intimidate19
Craft Armor1
Craft Weapon2

Scripts

EventScript
ScriptHeartbeatx2_def_heartbeat
ScriptOnNoticex2_def_percept
ScriptEndRoundx2_def_endcombat
ScriptDialoguex2_def_onconv
ScriptAttackedx2_def_attacked
ScriptDamagedx2_def_ondamage
ScriptDeathx2_def_ondeath
ScriptDisturbedx2_def_ondisturb
ScriptSpawnx2_def_spawn
ScriptRestedx2_def_rested
ScriptSpellAtx2_def_spellcast
ScriptUserDefinex2_def_userdef
ScriptOnBlockedx2_def_onblocked