Deadlands-Exalted Bestiary

   When the Dualistic Exalted were out wandering around the universe, one of the places they visited was the world of Deadlands – in particular, the futuristic version or Wasted West (rather than the classical Weird West). Naturally enough, that called for converting some monsters.

   If you want detailed descriptions, backgrounds, pictures, and so on, you’ll want to take a look at the original Deadlands books (the Deadlands system is pretty good, and well worth a look if you can find it anyway). It should be noted that generic Deadlands creatures are designed to be something that a group of normal people can handle with difficulty, while some of the major ones can only be permanently destroyed by figuring out their special weaknesses. A group of major Exalts won’t have a lot of trouble with most of the generic ones, although Dualistic Exalts can be challenged a lot more readily.

   Quite a lot of the Deadlands monsters are – of course – undead. In general, all Undead have the following special powers:

  • Undead need not breathe, cannot be poisoned, know no fear, and do not bleed. They have a base Bashing Soak of (Sta +2) and Lethal Soak of half that, some extra health levels and heal as Exalted given appropriate resources. They take special measures (often destroying their brains or hearts or killing them in particular ways) to finish off – although they can be incapacitated normally.
  • When a greater (named) undead is destroyed, it leaves a residue of it’s power behind. A character who absorbs that residue will gain some power related to the original entity – a process called “counting coup”. Any other undead, mortals who’ve spent a year or more in a shadowland, anyone with an active essence pool, and anyone with innate mystical powers is eligible.
  • Many other mystical abominations leave a similar power-residue.

Automaton (Crazy Robot, Terminator, etc)

Physical

Str

6

 

Dex

3

 

Sta

8

Social

Chr

2

 

Man

1

 

App

1

Mental

Per

4

 

Int

2

 

Wit

2

  • Willpower 6, regains 1 whenever it kills someone.
  • Abilities: Athletics 1, Awareness 2, Brawl 2, Dodge 1, Firearms 4, Stealth 1, Survival 1
  • Specialities: Intimidation 3
  • Health Levels: 4x -0,4x -1, and 4x -2
  • Special Powers; Armor 6 (Total 14B/10L), built-in Chain Gun (10L, may use autofire modifiers) and Grenade Launcher (standard grenades) which may both be fired once a round without penalty. Unlike most Undead, Automatons have no special protection against bashing damage. Being undead, they are immune to pain (they have health levels), fear, and appeals to compassion.
  • Automatons are clunky ghost-rock powered robots piloted by undead brains. They are vicious, cunning, and like to kill. Unlike most Undead, they do rely on a working body of sorts and so have no special protection against bashing damage and can only heal at the mortal rate – and even then only with spare parts.

Black Hat (Generic human bad guy)

Physical

Str

3

 

Dex

3

 

Sta

3

Social

Chr

2

 

Man

2

 

App

2

Mental

Per

2

 

Int

2

 

Wit

2

  • Willpower 5, regain 1 whenever they get away…
  • Abilities: Athletics 1, Awareness 1, Brawl 2, Dodge 1, Drive 1, Firearms 2, Larceny 1, Medicine 1, Stealth 1, Survival 2, Thrown 1.
  • Specialities: Demolition 1, Gambling 2
  • Health Levels: -0, -1, -1, -2, -2, -4, Incapacitated.
  • Equipment; Scavenged Kevlar (4l/2B, net 4L/5B), Assault Rifle (8L, may autofire), Combat Knife (+1L, no other mods), Fragmentation Grenades (6L). The rifle and grenades are booby-trapped.
  • Black Hats are simply brutal human thugs, and are only really dangerous to heroes due to the fact that they come in swarms and are reasonably well armed. Elite Black Hats are usually a little more skilled, but rarely very much so.

Blast Shadow (Intangible life-leech)

Physical

Str

 

Dex

 

Sta

Social

Chr

4

 

Man

3

 

App

Mental

Per

3

 

Int

2

 

Wit

2

  • Willpower 8, regain 1 per day embodied
  • Abilities: None of it’s own. They may use whatever physically-based skills a host possessed while alive.
  • Specialities: As above
  • Special Powers; Blast Shadows look like nothing more than darker patches among other shadows. When a human’s shadow touches a shadow that hosts it, the Blast Shadow moves into the humans shadow – from where it drains the victims life away at one level of bashing damage per hour. Once the victim dies, the Blast Shadow occupies his or her body until it too fades away in 1d6 days. Killing the body simply forces the Shadow back into intangibility – but getting rid the shadows it hides in will permanently destroy a Blast Shadow. Noticing that your shadow is misbehaving requires a D3 Awareness check.

Bloodwolf (Abomination)

Physical

Str

8

 

Dex

6

 

Sta

6

Social

Chr

6

 

Man

8

 

App

2

Mental

Per

4

 

Int

2

 

Wit

7

  • Willpower 8, regain 1 per victim drained.
  • Abilities: Athletics 2, Awareness 1, Brawl 2, Dodge 1, Perform 3, Stealth 3, Survival 3.
  • Specialities: Intimidation 2
  • Health Levels: 3x -0, 4x -1, 2x -4, Paralyzed. Can only be slain by impaling their heart with a silver weapon, burning the carcass, and scattering the ashes. 8B and 4L Soak.
  • Special Powers; Undead, Claws/Bite at (Str+2)L or 6B if they’ve grabbed someone and are draining blood. This restores their willpower and allows healing, but they can’t attack anyone else while feeding. While they can be immobilized with a silver stake through the heart, it’s usually easier just to blow them apart. Luckily, they aren’t infectious.
  • Bloodwolves are Vampire-Werewolf Abominations, and are among the most physically dangerous and durable of the lesser (unnamed) undead.

Croaker (Deep One, Reptile-Man, Etc)

Physical

Str

2

 

Dex

2

 

Sta

3

Social

Chr

2

 

Man

2

 

App

1

Mental

Per

2

 

Int

2

 

Wit

2

  • Willpower 6, regain one per 12 hours in water
  • Abilities: Archery 2, Athletics 2, Awareness 2, Brawl 2, Dodge 2, Faith 2 (The base for their spells), Stealth 2, Survival 2, and Throwing 2
  • Specialities: Swimming 3
  • Health Levels: 2x -0, 2x -1, 2x -2, -4, Incapacitated. 5B and1L Soak without external armor or spells. Special Powers; Tough Skin (1L/2B Soak), +2L claws and fangs, Most have one or two spells/”miracles” (Commonly a protective armor spell and either a shield versus ranged attacks [Subtracts dice from attacks and covers a group] or a standard thaumaturgic attack).
  • Croakers are generic lovecraftian fish-people who like to sacrifice humans to their dark gods. Shamans will have more spells, +2 will, and Faith 4. They usually carry crossbows and come in small swarms. A heroic human is usually a match for several of them, which is WHY they come in swarms – or small armies.

Dog of War

Physical

Str

4

 

Dex

5

 

Sta

4

Social

Chr

2

 

Man

2

 

App

2

Mental

Per

2

 

Int

2

 

Wit

2

  • Willpower 6, regain one per day
  • Abilities: Brawl 3, Dodge 2, Stealth 1, Survival 3
  • Specialities: Intimidate 2
  • Health Levels: 2x -0, 2x -1, 2x -2, -4, Incapacitated.
  • Special Powers; Undead (6B/3L Soak), Bite (6L), and Raise Pack (Up to 24 Lesser Dogs of War given 1d6 days).
  • Lesser Dogs of War are simply undead dogs and wolves. Use standard canines, give them an extra -0 and -1 Health Level and the usual undead Soak.
  • The Dogs of War were created by War to harass people and are about the weakest of all named undead. Upon encountering a new group – or an old one with a new member – the Alpha simply sends a pack charging in. If they’re destroyed, well, that’s a group to avoid in the future. If anyone manages to chase down and kill a pack Alpha, they gain a point of Valor (since this greatly encourages fighting, that may be the point). Characters who lack virtues gain an undead canine companion instead. No matter how often it’s blown up or driven off, a new one will always turn up in 1D6 days.

Doomsayers

Physical

Str

2

 

Dex

2

 

Sta

3

Social

Chr

3

 

Man

3

 

App

1

Mental

Per

3

 

Int

2

 

Wit

2

  • Willpower 6, Essence 2, Essence Pool 12
  • Abilities: Academics 1, Athletics 1, Awareness 1, Brawl 1, Drive 1, Faith 2, Firearms 1, Leadership 1, Medicine 1, Performance 1, Presence 1, Stealth 1, Survival 2, and Thrown 2.
  • Specialities: Oratory 1
  • Health Levels: -0, -1, -1, -2, -2, -4, Incapacitated. 3B base Soak, but many scrounge up some armor.
  • Special Powers; Active essence pool, 4-8 radiation-based spells (usually including energy bolt, explosion, and induce harmful mutation), Radiation Tolerance and a random benign mutation.
  • These radiation priests support the mutant crusade against normal humanity. Luckily, they’re more fanatical than competent – and weren’t in the best of shape even before being irradiated.
  • Doombringers
    • Doombringers are simply Undead Doomsayers, and are almost identical – except as shown below:
    • Willpower 6, Essence 4, Essence Pool 18
    • Health Levels: -0, -0, -0, -1, -1, -1, -1, -2, -2, and Incapacitated. 2L and 5B Soak. They return in 1d6 days unless slain by radiation magic. If actually slain, the killer may gain armor-2 versus radiation damage.
    • Special Powers; Undead, Active essence pool, 6-8 radiation-based spells (usually including energy bolt, explosion, blinding flash, and induce harmful mutation), Radiation Tolerance and two benign mutations.
    • Fortunately – especially since only thirty or forty people on earth are actually capable of killing them – Doombringers are relatively rare and are invariably quite mad. Of course, when one is temporarily “killed” it’s first order of business when it comes back is to hunt down it’s “killer”.

Hangin’ Judge

Physical

Str

5

 

Dex

4

 

Sta

3

Social

Chr

5

 

Man

3

 

App

2

Mental

Per

4

 

Int

2

 

Wit

5

  • Willpower 7, regain 1 per victim
  • Abilities: Awareness 3, Firearms 3, Melee 3, Riding 2, Stealth 2, Survival 3
  • Specialities: Pistols 2
  • Health Levels: 6x -0, 6x -1, 6x -2, Incapacitated. 5B and 1L Soak but can only be harmed by someone who’s either innocent and uncorrupted or is honestly dedicated to enforcing some sort of “law and order” justly. Each has a unique weakness related to their methods of executing “criminals”, and can only be truly destroyed by exploiting it. A judge which somehow gets rid of its weakness gets a new one, which it won’t know about, on the spot.
  • Special Powers; Undead, Each uses a weapon or pair of weapons which never runs out of ammunition and can inflict 8L damage in HTH. Some can summon nightmarish steeds as well.
  • Hangin’ Judges are created from those villains who viciously exploit positions of public trust and authority for their own gain and sadistic pleasure. Regardless of how they accomplished this in life, they have become literal destroyers of lives in undeath, solitary, merciless, and relentless hunters of whoever they decide is their prey this night. Any eligible character who truly destroys one can claim their weapons as a coup.

Los Diablos

Physical

Str

9

 

Dex

1

 

Sta

5

Social

Chr

5

 

Man

3

 

App

2

Mental

Per

4

 

Int

2

 

Wit

4

  • Willpower 6, regain 1 per day
  • Abilities: Awareness 1, Athletics 1, Brawl 2, Presence 1, Stealth 1,
  • Specialities: Intimidation 3
  • Health Levels: 2x -0, 4x -1, 3x -2, Incapacitated, Dead. 11B and 6L Soak. A Los Diablo can only harm, or be harmed by, characters with either Valor 5 and Will 8+ OR virtueless characters with Will 10.
  • Special Powers; Armor 6L/6B, Horns and Hooves inflict 12L damage on eligible targets, Fearless, Induce Fear (the Los Diablos take four nights to locate their target(s). Each night the target(s) lose a point of temporary willpower), and Poltergeist Swarm (they’re accompanied by a swarm of minor ghosts who run off or knock out anyone who might assist the valid targets.
  • Whether known as Gorgons, Minotaurs, Judges of Hell, or Oni, the Los Diablos are always hero-killers. They may only appear when at least one character in the group can harm or be harmed by them and when the group has foiled a major evil plot. Hiding is useless, but if you kill one you get +1 Valor and +3L/3B Soak.

Lurker

Physical

Str

8

 

Dex

1

 

Sta

4

Social

Chr

3

 

Man

2

 

App

0

Mental

Per

2

 

Int

2

 

Wit

2

  • Willpower 4, regain 1 per victim
  • Abilities: Athletics 1, Awareness 2, Brawl 2,
  • Specialities: None.
  • Health Levels: 6x -0, 6x -1, 6x -2, Incapacitated. 16B and 12L Soak
  • Special Powers; Armor 12L/12B, Limbs inflict 12L damage and may attack four times per turn without penalty, near undetectable when lurking in ambush in an appropriate environment (6 automatic successes on stealth), +6 to movement speed, being totally fearless, and Screeching Limbs (they make so much noise when moving that it’s D5 to hear anything else in the vicinity).
  • Lurkers are animated heaps of blasted and twisted steel. Being too noisy when moving to hunt effectively, they usually simply set up housekeeping in the vicinity of something valuable and wait for prey to come to them.

Mojave Rattler (Cthonians, Grabboids, Etc)

Physical

Str

5

 

Dex

3

 

Sta

15

Social

Chr

3

 

Man

2

 

App

1

Mental

Per

4

 

Int

4

 

Wit

2

  • Willpower 4, regain one per day
  • Abilities: Brawl 2, Stealth 1 (When underground),
  • Specialities: Intimidation 1
  • Health Levels: 6x -0, 6x -1, 6x -2, Incapacitated. 19B and 4L Soak. Normally retreats if it takes more than 6 wounds.
  • Special Powers; Armor 4L/4B, Bite for 6L once a target is dragged into its mouth (this takes 10 net successes on opposed strength checks), vibration sense, burrow at a fast running pace.
  • These tentacled worms normally pop up and try to pull a target into their maws with their tentacles. If the target and his or her friends do enough damage to make the tentacles useless it lets go and burrows away. While their main bodies have Str 15, they can only really apply that to large, stationary, objects.

Night Terror (Gargoyle, NightGuant, Etc)

Physical

Str

2

 

Dex

3

 

Sta

2

Social

Chr

3

 

Man

2

 

App

1

Mental

Per

4

 

Int

4

 

Wit

4

  • Willpower 6, regain 1 per victim dropped from a height.
  • Abilities: Awareness 2, Athletics 1, Brawl 2, Stealth 2
  • Specialities: Flight 2, Intimidation 2
  • Health Levels: 2 each -0, -1, -2 & -4, Incapacitated. 4B and 2L Soak.
  • Special Powers; Armor 2L and 2B, +2L Claws, Flight, Stunning Cry (affects a 10-yard radius, D3 Sta+Res check to resist, may be made again each round to recover. This is normally used as a part of an ambush. Fortunately, they are NOT immune to the cries of other Night Terrors, or they could kill any group).
  • Night Terrors are basically gargoyles, and prefer to attack planes, people on top of skyscrapers, and small groups they can stun before picking up and dropping them.

Rad Rats

   Rad Rats don’t really need statistics. They swarm over a victim, inflict a few scratches, and fall back to see if the victim goes down from supernatural radiation sickness. If a victim fails a D2 (Sta+Res) check, they will start losing one health level every (Sta) rounds and only supernatural healing will help. Area-effect attacks may throw back the rush; each individual rat is pretty fragile.

Shrak

Physical

Str

6

 

Dex

1

 

Sta

4

Social

Chr

4

 

Man

2

 

App

0

Mental

Per

4

 

Int

1

 

Wit

4

  • Willpower 4. Regains 1/Day
  • Abilities: Athletics 2, Dodge 2, Brawl 2, Sneak 2
  • Specialities: Swim 3, Intimidate 3, Track 3
  • Health Levels: 2 each -0, -1, -2 & -4, Incapacitated. 8B and 4L Soak.
  • Special Powers; 4B/4L Armor (tough skin), bite does 9L damage. Can climb hard, smooth, surfaces.
  • OK, it’s humanoid landshark time. They’re big, they bite people, and they usually work for Croakers. We’re done here.

Toxic Zombies

   See Walking Dead

Trog (Mutant, Degenerate, Cave-Man)

Physical

Str

4

 

Dex

2

 

Sta

5

Social

Chr

3

 

Man

2

 

App

1

Mental

Per

2

 

Int

1

 

Wit

2

  • Willpower 4, regains 1/day
  • Abilities: Athletics 1, Brawl 2, Dodge 2, Survival 3, and Throw 2
  • Specialities: Intimidation 3
  • Health Levels: -0, 3x -1, 3x -2, -4, Incapacitated.
  • Special Powers; Immunity to radiation and +3 successes versus Radiation Magic. Usually carry clubs and rocks.
  • Trogs are those poor people who are about as mutated as they can get – and didn’t get any good ones. They’re generally seen as expendable and can’t even reproduce.

Walkin’ Dead (Zombie, Skeleton, Etc)

Physical

Str

4

 

Dex

3

 

Sta

3

Social

Chr

2

 

Man

1

 

App

1

Mental

Per

4

 

Int

2

 

Wit

4

  • Willpower 4, regain one per brain eaten
  • Abilities: Awareness 1, Athletics 1, Brawl 2, Dodge 1, Firearms 2, Stealth 1, Thrown 2. May have other skills if the body is relatively fresh.
  • Specialities: Intimidate 2
  • Health Levels: 2 each -0, -1, and -2, Incapacitated. 4B and 2L Soak plus any armor they’ve obtained.
  • Special Powers; Undead. Skeletal ones are 50% immune to piercing weapons. All of them can bite and claw for lethal damage. Those which died of acid, electricity, toxins, diseases, etc, may use that hazard as a ranged attack (typically 5L damage or D1 to avoid infection) and add +2L or infection in HTH. Others use weapons if they can get them.
  • Walkin’ Dead include a wide variety of animated corpses. In general, they’re fairly easy to wipe out on an individual basis. The problem is that they come in large numbers.

Wendigo

Physical

Str

8

 

Dex

2

 

Sta

5

Social

Chr

5

 

Man

3

 

App

2

Mental

Per

5

 

Int

3

 

Wit

3

  • Willpower 5, regain one per victim eaten
  • Abilities: Awareness 2, Athletics 2, Brawl 3, Stealth 1, Survival 3,
  • Specialities: Local Area Knowledge 3, Intimidate 3
  • Health Levels: 3 each -0, -1, and -2, Incapacitated. 10B/5L Soak
  • Special Powers; Armor (5B/3L), Claw/Bite for 10L, Night Vision, +6′ movement, and Immunity to Cold. Rare variants may be able to shapeshift to look normal, be stronger (Str 10), have +2B/2L armor, have Wings (-2 to Str and Sta), or regenerate when they eat people.
  • Wendigo occasionally result when someone resorts to cannibalism. They’re bloodstained apelike creatures with massive talons and fangs and live to feast on more human flesh. Characters who destroy Wendigos gain a portion of one of it’s special powers.
  • Wendigo which eat close friends or relatives gain +1 Str, +1 Wits, +2 Stamina, and 2L/2B Soak. Characters who count Coup on such a creature can spend 1 point of willpower to regain 1 health level.

Werewolf

Physical

Str

5

 

Dex

3

 

Sta

4

Social

Chr

4

 

Man

2

 

App

2

Mental

Per

5

 

Int

2

 

Wit

7

  • Willpower 3
  • Abilities: Brawl 4, Dodge 2
  • Specialities: Intimidate 2
  • Health Levels: 2x -0, 4x -1, 4x -2, 2x -4, and Incapacitated. 4B and 2L Soak.
  • Special Powers; Bite and Claws do Str+2L damage, Infection (anyone bitten by a werewolf must make a D3 [Sta=Res] check or become a werewolf in 1d6 days. Especially evil werewolves may manage to retain their mental abilities and skills as wolfmen. (Dualists can do so as well since they have a second functioning brain).
  • Greater werewolves get +2 to their physical abilities, always retain their mental abilities, often possess other magical powers, and may command lesser werewolves. They’re extremely rare.
  • Do any of us really need an explanation of what a werewolf is?

Wormling

Physical

Str

4

 

Dex

3

 

Sta

3

Social

Chr

1

 

Man

3

 

App

1

Mental

Per

2

 

Int

2

 

Wit

3

  • Willpower 5
  • Abilities: Awareness 2, Brawl 3, Dodge 2, Engineering 2, Stealth 4, Survival 3
  • Specialities: Spitting 2
  • Health Levels: 2 each -0, -1, -2 & -4, Incapacitated. 4B and 2L Soak.
  • Special Powers; Immune to Corrosives, Spit Acid (6L, can be used to tunnel through rock or weaken buildings), Burrow thru soil at half walking speed, Claws do 10L damage.
  • These wormlike humanoids are intelligent pack-hunters who like to set traps using their ability to burrow or weaken structures. They normally hunt in groups of 6-10 and should be considered extremely dangerous.
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3 Responses

  1. […] Deadlands to Exalted Conversions: Characters and Magic,  Bestiary. […]

  2. […] Deadlands to Exalted Conversions: Characters and Magic,  Bestiary. […]

  3. […] Deadlands to Exalted Conversions: Characters and Magic,  Bestiary. […]

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