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Prehistoric Beast Conversions

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  • Prehistoric Beast Conversions

    As you probably know, a lot of the animal monsters in Exalted are based on real-world creatures. But there's plenty of creatures out there that haven't been done yet, but deserve to pit tooth, horn, spine, or other natural weaponry against the fists, daiklaves, and essence cannons of the Exalted! This thread is for that. Everyone's welcome to contribute - I'll try to maintain a list of the creatures posted in this first post, with links to the relevant posts later. If you contribute something, please mention which prehistoric creature you're thinking of, so that people have a reference point for things like images. Linking a good reconstruction image would also be nice.

    List of Creatures
    Cannibal Leviathan (Livyatan melvillei)

    Hoof-Toe Prince (Andrewsarchus mongoliensis)
    Skybax (Quetzalcoatlus northropi)
    Last edited by Kelly Pedersen; 07-27-2019, 01:56 AM.

  • #2
    Cannibal Leviathan

    The whales are great beasts of the deep waters. Though they are sea creatures, their kinship with the furred beasts of the land, and even humanity, is recognized: their blood is warm, they breathe air, and they give birth to live young (unlike reptilian creatures like pelagic or sea dragons, which still form eggs). They live in all the oceans of Creation, from the uttermost West, to the cold Northern waters of the White Sea and the Fang Lakes, and in the warm, hypnagogic waters of the Dreaming Sea. Of all the whales, however, the one widely acknowledged as the most ferocious is the cannibal leviathan. So named due to its habit of feeding on other whales, this apex predator stretches more than fifty feet from bulbous nose to massive tail, and large males can reach sixty feet or more. Though it lacks the vast bulk of the blue whale, and is shorter than the predatory great eel whale, its hunting range is larger than any other of its cousins, and it has an aggressive attitude that makes it a threat to many creatures of its size or even larger. Cannibal leviathans compare favorably in size to the monstrous siaka, with which they compete, and frequently battle.

    Only the boldest hunters go after cannibal leviathans - these monstrous creatures react to attempts to harpoon them with terrifying fury, and can capsize or simply shatter small boats with ease, leaving their sailors to be devoured at the leviathan's pleasure. Even large ships are not safe, for the huge teeth that line a cannibal's monstrous jaws can deliver terrible damage to the hull of a ship, sinking it quickly. The boldest whalers in the West are those who own a war club with a head carved from one of the giant teeth of a cannibal leviathan. Such weapons are treasured heirlooms, passed down in families to show that one of their ancestors fought a battle with the greatest hunter of the deep, and won.

    Essence: 1; Willpower: 5; Join Battle: 6 dice
    Health Levels: -0x4/-1x8/-2x10/-4x5/Incap. A cannibal leviathan will continue to battle a smaller creature until it is reduced to its -4 health levels, and will only retreat from a fight with a being its size or larger once half its -2 health levels are gone.
    Actions: Feats of Strength: 13 dice (may attempt Strength 10 feats); Senses: 6 dice (see Echolocation, below); Swim: 6 dice
    Resolve 3, Guile 1

    Attack (Bite): 10 dice (Damage 18, minimum 5). A cannibal leviathan's long teeth can puncture armor, allowing it to make piercing attacks (Exalted Core, p. 586).
    Attack (Tail Fluke): 6 dice (Damage 20, minimum 5). Tail fluke attacks are always smashing attacks (Exalted Core, p. 586), with the usual penalties to Defense and initiative cost.
    Attack (Grapple): 10 dice (11 dice to control). The cannibal leviathan makes unopposed control rolls against smaller opponents, unless its victims use magic that allows them to clinch larger enemies, such as Dragon Coil Technique.
    Combat Movement: 6 dice
    Evasion 1, Parry 3
    Soak/Hardness: 15/5

    Special Attacks

    Ship-Shattering Bite: This is a special decisive attack made against a ship or similar object with the leviathan's bite. Against a maneuvering ship, the leviathan rolls its Bite attack pool as the Naval Maneuver roll, with double 8s. If successful, it adds its margin of success on the Naval Maneuver roll to its initiative, then rolls its initiative with double 10s, doing one point of Hull damage to the target vessel for every three successes.
    Against a non-maneuvering vessel, or other object floating in the water, this attack counts as a feat of destruction. If the Bite attack hits, the cannibal leviathan rolls its Feats of Strength pool with double 8s, and adds bonus successes equal to one-third of its initiative, damaging the target commensurate with its successes. After using this attack, it resets to base initiative as usual.

    Sea Thunder: The cannibal leviathan's echolocation can also be used offensively, to stun and disorient its prey with overwhelming waves of sound. This is a special gambit that can only be used against a living opponent in the water. The leviathan rolls 8 dice to hit, and the gambit is difficulty 3. If successful, the target is stunned, immediately losing 5 initiative (which the leviathan does not gain), and taking a -4 penalty to all its actions on its next turn. This penalty decreases by 1 every round after the first. If a target is crashed by this attack, and still suffers from the penalty imposed by it, they can take no non-reflexive actions on their turn.

    Tail Thrash (Latent): A leviathan can be trained to enhance its attacks with its tail, discomfiting foes and bashing them even further away. Withering tail fluke attacks no longer cost the cannibal leviathan any initiative to make, and if they hit, they both knock the enemy prone and one range band away.

    Devouring Leviathan Maw (Magical, 10m): As per Exalted Core, p. 555.


    Echolocation: In the blackness of the deepest depths, the cannibal leviathan can still perceive its prey, sending out waves of sound and reading the echoes. It can "see" in total darkness, as long as it and its target are both in the same body of water, out to medium range. Outside of combat, its senses extend even further, noticing general shape, size, and distance of targets out to the first extreme range band, and it can hear sounds, such as the calls of other whales, from even further away.

    Legendary Size: The cannibal leviathan is virtually impossible for smaller creatures to attack effectively, due to its vast bulk. It does not take onslaught penalties from any attack made by a smaller opponent, although magically inflicted onslaught penalties still apply against it. Withering attacks made by smaller enemies cannot drop it below 1 Initiative unless they have a post-soak damage of 10 dice (although attackers can still gain the full amount of Initiative damage dealt). Decisive attacks made by smaller enemies cannot deal more than (3 + attacker’s Strength) levels of damage to the leviathan with a single attack, not counting any levels of damage added by Charms or other magic.

    Unstoppable Death Frenzy (Magical, 10m): This ability can only be activated once the leviathan has taken -2 or greater health levels in damage. It chooses a target that has dealt it decisive damage in the current scene, and focuses on tearing it apart. It no longer takes wound penalties on attacks against that target, or movement actions to try to get closer to it. On decisive attacks against the target, wound penalties actually become bonuses to hit it, and it gets double 9s on damage rolls. If the target is crashed, wound penalties instead become automatic successes on decisive attacks, and decisive damage rolls gain double 8s.

    Inspiration: Livyatan melvillei.
    Last edited by Kelly Pedersen; 07-04-2019, 02:42 PM.


    • #3
      I kind of actually wanted it to be a cachelot. That's another term for sperm whales here on Earth, but it seems appropriately in pattern to use the more obscure term for the big, scary version.

      And stuff.
      My DeviantArt Page // My tumblr // Exalted 3e Houserules


      • #4
        Originally posted by Blaque View Post
        I kind of actually wanted it to be a cachelot. That's another term for sperm whales here on Earth, but it seems appropriately in pattern to use the more obscure term for the big, scary version.

        Cachelot's certainly a good name, but I think I'd save it for an actual sperm whale writeup, which I would focus more on ramming. As an alternative name, possibly the "Siege ram whale".


        • #5
          Hoof-Toe Prince
          The hoof-toe beasts are a strange lineage of creatures mostly found in the East, though they spread into both the North and South as well. They move like cattle or horses, with a stiff-backed run. But their feet resemble paws, though with larger nails on each toe, essentially small hooves (hence their general name). And they are meat-eaters - some are active hunters, others intimidate other hunters away from their prey, and still others are scavengers, consuming carrion and crushing the bones in their huge jaws.

          Of all the hoof-toe beasts, the Hoof-Toe Prince is the largest and most fearsome. Standing over six feet tall at its massive, hunched shoulders, and twelve feet long from its gaping maw to its tail, this lord of predators is heavily muscled and sturdily built. Its head is proportionately even larger than most beasts, close to three feet long. Its hide is usually a dappled brown or dusty red, the better to blend in with the tall grass of its home, the plains of the near East and South-east. There, they frequently compete with lions, hyenas, and other large predators. A prince's favorite tactic is often to wait until a pride of lions or pack of hyenas has taken down some large beast, arrive at the scene, and drive away the other hunters with ferocious aggression. The other beasts, unwilling to brave the prince's huge crushing bites, retreat and give it its due, only returning to the carcass when it has gorged itself and left. But the hoof-toe prince is more than capable of hunting for itself as well, lying in ambush at waterholes or beside game trails, and lunging out to capture a buffalo or hippopotamus.

          Due to their apparently ungainly movement and ugly appearance, hoof-toe princes don't have quite the same cultural cachet as creatures like lions or wolves in the lands they are found in. Though human societies fear and avoid them, they rarely respect them much. Indeed, in many such cultures, calling a ruler a "hoof-toe prince" is an insult, suggesting a grasping, rapacious sort with few artistic virtues. In Harborhead, where hoof-toe princes sometimes roam and prey upon the herds, rebels and dissidents often referred to the Realm's garrison troops as "hoof-toes", and to the Empress as the "Scarlet Princess". Doing so in front of a Dragon-Blood or any satrapial officer, of course, was a one-way ticket to torture or execution.

          Essence: 1; Willpower: 5; Join Battle: 4 dice
          Health Levels: -0/-1x5/-2x5/-4/Incap. A hoof-toe prince will generally leave a fight if it takes 5 or more health levels of damage, but they are more willing to stay if there is a clear source of food - if there are any incapacitated characters or creatures, a hoof-toe prince will fight on until it has taken 9 health levels or more.
          Actions: Feats of Strength: 13 dice (may attempt Strength 5 feats); Intimidate Other Predators: 7 dice; Hiding in Ambush: 6 dice; Senses: 4 dice
          Resolve 3, Guile 1

          Attack (Bite): 8 dice (Damage 14, minimum 5).
          Attack (Grapple): 9 dice (10 dice to control).
          Combat Movement: 7 dice
          Evasion 2, Parry 3
          Soak/Hardness: 10/5

          Special Attacks

          Lunging Ambush: The hoof-toe prince is an expert at catching its prey unawares. If it has successfully concealed itself from all opponents in a scene, it gains its net successes on its Hiding in Ambush roll over the worst sense roll of any opponent to detect it as bonus dice on its Join Battle roll. If its first attack in the combat is an ambush (Exalted, p. 203) and a decisive attack, it gains double-9s on the damage roll.

          Gaping Maw Grasp: The prince's huge jaws can deliver a devastating chomp that both tears its prey's flesh and seizes it for more punishment later. On a successful withering attack that does at least 10 initiative damage, or a decisive attack that inflicts three or more health levels of damage, the hoof-toe prince makes an immediate reflexive grapple gambit as well. If this was triggered by a decisive attack, make the grapple before resetting the creature to base initiative.

          Predator's Menace (Latent): As per Exalted, p. 555.

          Raging Devil-Beast Empowerment (Magical): As per Exalted, p. 555.


          Limb-Tearing Strength: Hoof-toe princes prefer to target their prey's limbs, and wrench and twist them until they are disabled, making it easier for them to bring them down. If an enemy accepts a crippling injury to reduce damage from a decisive attack (Exalted, pp. 201-202), the crippling injury is automatically done to a limb, and is one stage more serious than the health levels reduced would indicate (5 health levels of damage negated remains the same).

          Inspiration: Andrewsarchus mongoliensis


          • #6
            ^no longer accurate. they're now known to be a regular sized hellboar.


            • #7
              Originally posted by vampire hunter D View Post
              ^no longer accurate. they're now known to be a regular sized hellboar.

              Yeah, I'm aware that they're apparently now classified as more likely entelodonts rather than mesonychids. But this is Exalted, where the Rule of Cool is important, and "largest mammalian predator ever" is pretty cool. So that's where I went. That said, I did use a lot of hellboar stats as guidelines for this.


              • #8
                we do need, I mean mesonychids


                • #9

                  Skybaxes are probably the largest living creatures to fly without the aid of magic - their vast wings span 60 to 70 feet, or even more in particularly large specimens. They are not birds, lacking feathers, and their wings are instead giant flaps of skin stretched between greatly-elongated fingers. Their hide is covered by fine downy hair, brown or grey over the majority of their torso, but with vibrant stripes and patches on their wings and crests. Great fliers, skybaxes also seem almost equally at home on the ground, standing six yards tall at the shoulder, walking on the "hands" at its wing joints and its rear legs. A skybax's long beak is an effective spear, and it can easily pierce light armor as well as the hides of the creatures that are its usual prey.

                  The range of skybaxes is all across the South, from the shores of the Dreaming Sea in the far East all the way to the warm Cinder Isles in the West. And this is not merely the range of the species as a whole - individual skybaxes have been known to travel thousands of miles, soaring miles above Creation on thermals, roaming across vast swathes of the world, apparently for the sheer joy of journeying. For this reason, they are sometimes known as "peregrine queens". They are even found outside the South, apparently wandering into new territory in the East, the Blessed Isle, and even parts of the North.

                  Despite being willing to wander far afield, a skybax still has preferences in the environments it stays in. They like wide open spaces, areas where their sharp eyes can see prey or enemies coming from a long way off, and where they can find reasonably unobstructed spaces to take off from or land in. A landing skybax needs 80 to 90 feet of clear space to land safely. Taking off needs somewhat less space, though still a wide area. However, a skybax's powerful wings and back legs can launch them upward in a mighty lunge, meaning they don't need much forward distance to gain altitude.

                  The Animal Avatar of the skybaxes, Q'uq'umatz, is the chief consort of Lightness-On-The-Air, Goddess of Flying Creatures. As such, mortals tread carefully around skybaxes, rarely hunting or attacking them, even when they prey on flocks or herds. Indeed, such losses are usually considered simply sacrifices, and if they become too onerous, herdsmen will move their flocks into less-open areas and hope the skybaxes won't follow, rather than try to attack them. Abusing or damaging skybaxes can potentially draw the wrath of every living creature that flies, a dangerous curse.

                  Essence: 1; Willpower: 5; Join Battle: 4 dice
                  Health Levels: -0X2/-1x4/-2x4/-4/Incap. Skybaxes are not cowardly, but they definitely display a preference for avoiding a fight where they take damage, retreating once they reach -1 health levels. However, such a retreat is rarely permanent, and a skybax may hover high above a foe who wounded it for hours or even days, waiting for an opportunity to swoop down and continue the battle on its terms.
                  Actions: Fly: 12 dice; Senses: 5 dice (see Eagle Eye), Carrying Things Off: 5 dice (effectively Strength 3 for feats of strength).
                  Resolve 3, Guile 1

                  Attack (Beak): 12 dice (Damage 13, minimum 3). A skybax's long spear-like beak can find gaps in armor, allowing it to make piercing attacks (Exalted 3rd Edition, p. 586).
                  Attack (Grapple): 5 dice (4 to control)
                  Attack (Wing buffet): 8 dice (Damage 14)
                  Combat Movement: 7 dice (see Aerial Maneuverability)
                  Evasion 3, Parry 2
                  Soak/Hardness: 4/0

                  Special Attacks

                  Leaping Thrust: The skybax launches itself into the air briefly, its mighty wings and legs propelling it up just long enough to ignore obstacles and add momentum to an attack. This is a withering or decisive attack. It can only be made against a target at Short range, and uses the skybax's reflexive movement. This movement ignores land-based difficult terrain or barriers like chasms. The attack itself gets double 9s.

                  Pack-Disruption Dive: This special attack can only be performed when the skybax is two range bands above the ground. It dives down to earth, landing on one opponent and pinning it beneath its bulk, while its vast wings sweep away and knock down its target's allies. This is a special gambit, rolled with 12 dice with double 9s. Against its main target, this is a grapple, and if successful, it has 8 dice to control. Against any other creature within close range of the skybax's target, use the same attack roll and initiative roll for the gambit. Any such targets successfully affected by the gambit are both knocked prone and pushed one range band away from the skybax and its pinned enemy.

                  Since this attack grapples the enemy with the skybax's body weight, the skybax cannot move without releasing them - the normal rules for moving with a grappled opponent don't apply.

                  Wing-Rushing Strike (Latent): As per Exalted 3rd Edition, p. 555.


                  Eagle Eye: Eagle Eye: While soaring high in the air, the skybax receives five bonus dice on any visual Perception-based rolls made to notice things, and can make out the fine details of far-off
                  objects even when it is flying potentially miles above them. It also automatically succeeds on any roll to track a character while airborne, unless that character is employing perfect track-covering magic.

                  Powerful Launch: A skybax on the ground can crouch and use its massive flight muscles to launch itself upward, gaining a surprising amount of height in only moments. This costs 3i, but allows the skybax to move two range bands upward, not just one. If done as a disengage, the roll gains double 8s.

                  Piercing Sky-Monarch Gaze (Magical, 5m): The skybax's sight is impossibly sharpened. It automatically penetrates all non-magical attempts at stealth, and gains double 8s on rolls to contest any stealth enhanced by magic.

                  Inspiration: Quetzalcoatlus northropi