TEXT: Exalted Compendium : Monsters & Creatures 01JAN02 
   
   
   
  Page 1 
   
  www.exaltedcompendium.com 
   
   
   
  Monster & Creatures 
   
  Last updated : 
  1st day of the Ascending Water, Realm Year 769 
  1st January 2002 
   
  Document Maintained by Silesia DeuMachinus 
  Email : Silesia_DeuMachinus@hotmail.com  
  ICQ # : 7102371 
   
   
  LAST Monster/Creature ADDED : Anima Parasite
   
  
  Exalted Compendium : Monsters & Creatures 01JAN02 
   
   
   
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  Aetusoch  
  written by AngelWick  
    
  Description: 
  Not your basic creature that goes bump in the night! These 
  rare creatures are extremly intelligent. It's quite easy to 
  mistake an Aetusoch for an ordinary undead because they look 
  like every other Joe Zombie you meet. But then they might 
  start up a conversation about the philosophies of the 
  Immaculate Order or something like that. While quite 
  dangerous in battle, Aetusochae are very sound at heart--
  unbeating as it may be. There have been stories of these 
  beings of the Shadowlands accompanying Deathlords and/or 
  Deathknights in battle as strategists against an army with yet 
  another Aetusoch at the right hand of that army as well. 
  Aetusochae are wild cards indeed. One of the most reluctantly 
  shared stories of the Scavenger Lands is how one of these 
  magnificent creatures assisted a Zenith Caste Solar Exalted in 
  overthrowing a threat from a local Shadowland.  
   
  It's not quite known how these beautiful beings of death came 
  to be. Some say that they are merely Deathlords in disguise, 
  biding their time until they can open the gates to the 
  Underworld and wreak havoc across the land. Others believe 
  that they are in thrall with the demons of Malfeas who wish to 
  share the bringing of the wrath of hell upon Creation. Those 
  who hav seen them outside of battle think that they are unique 
  and misunderstood creatures who want nothing to do with 
  either plan and would gladly join any army to bring a stop to 
  it. And yet others believe that they are soley hogwash, a 
  figment of the imagination of some boy who is known for 
  crying wolf.  
   
  Attributes:  
  Strength 16, Dexterity 7, Stamina 12, Charisma 12, 
  Manipulation 7, Appearance 8, Perception 7, Intelligence 19, 
  Wits 9  
   
  Virtues: Compassion 10, Conviction 5, Temperance 5, Valor 5  
   
  Abilities: Awareness 5, Brawl 8, Craft 6 (architecture +2), 
  Dodge 8, Larceny 4 (subterfuge +1), Linguistics 9, Medicine 
  5, Melee 7, Occult 9, Performance 6 (music +3), Socialize 5 
  (etiquette +2), Stealth 5, Survival 9  
   
  Base Initiative: 16  
   
  Attacks 
  Bite: Speed 15 Accuracy 15 Damage 26L Defense 14 
  Claw: Speed 17 Accuracy 16 Damage 21L Defense 18 
  Exceptional SoulSteel Daiklaive: Speed 20 Accuracy 17 
  Damage 22L Defense 17 
  Kick: Speed 14 Accuracy 18 Damage 22B Defense 17 
  Punch: Speed 16 Accuracy 18 Damage 20B Defense 19  
  Dodge Pool: 15 Soak: 18L/30B (Fortification of Death, 
  12L/18B)  
  Willpower: 10 Health Levels: -0x6/-1x4/-2x3/-4/Incap  
   
  Other Notes: In addition to the powers above, an Aetusoch has 
  charms that allow him to communicate with animals via the 
  'Familiar' background rules (all of them). They know the 
  shape-shifting capabilities that Lunar Exalted use. They can 
  also turn into a cloud of mist. They can retain their mist form 
  in heavy winds. They can see in pitch black darkness. For an 
  expenditure of Essence, their claws doo Aggravated damage. 
  They also possess a charm that allows them to passively move 
  through shadows without being seen. They can make up to 10 
  actions per turn with heavy essence expenditure. Their natural 
  senses are at least double that of anything living. They possess 
  a charm that allows them to project their spirits out of their 
  body and travel as a spirit under spirit rules. They can even 
  use the Materialize charm in spirit form. However, in this 
  form, if their body is destroyed they remain a Spirit forever. 
  Some, but not all Aetusochae have limited Sorcery skills. 
  They primarily focus on Elemental and Spirit control, 
  telekinetic movement of anything living or not, and comand 
  over fire.  
   
  -- all Essence costs for the mentioned Charms and Sorcery 
  abilities are left up to the StoryTeller  
   
  Net Power: 56340 
   
  Anima Parasite  
  written by aconite777  
    
  Description: 
  Anima parasites are truly insidious beings. As small as 
  mosquitoes, they buzz around urban areas, constantly looking 
  for prey. With their great perception and awareness, they are 
  able to detect the smallest amount of essence use and 
  immediately identify an Anima banner.   
   
  Attributes:  
  Strength 0, Dexterity 0, Stamina 0, Charisma 1, Manipulation 
  1, Appearance 1, Perception 7, Intelligence 4, Wits 7  
   
  Virtues: Compassion 1, Conviction 2, Temperance 3, Valor 1  
   
  Abilities: Awareness 7 (Essence Use +3), Endurance 3, 
  Investigation 4, Linguistics 2, Lore 5, Occult 3, Stealth 10  
   
  Base Initiative: 7  
   
  Attacks  
  Dodge Pool: 0 Soak: 0L/0B (none, 0L/0B)  
  Willpower: 6 Health Levels: -0x0/-1x0/-2x0/-4/Incap  
   
  Other Notes: When an Anima banner is spotted, the parasite 
  flies in and lands on the Exalted's caste mark. In one turn, it 
  burrows right beneath the skin.  
  
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  The Exalted must make a Perception + Awareness check; if 
  they fail, they do not notice the painless burrowing. Anyone 
  watching the Exalted will notice, however.  
  One attached to the host, the parasite drains peripheral essence 
  from its host at a rate of three motes a day. When the host 
  spends peripheral Essence, the parasite can make a Wits check 
  and drain one mote of essence per success. The parasite can 
  only drain peripheral essence.  
  If the parasite is ever detected, it can be destroyed with either 
  a Contagion-Curing Touch charm or it can be extracted from 
  beneath the skin and simply squashed. The parasite is as easy 
  to kill as a mosquito.  
   
  Net Power: 9510 
   
  Blade Golem  
  written by Earthbinder  
    
  Description: 
  As the origami tiger unfolded from its place of concealment, it 
  was greeted with a fearsome sight, a whirling mass of blades 
  cutting and slicing the very fabric of the library. relentlessy the 
  blade golem advanced in a final desperate measure the tiger 
  lept to cover is foe...  
  As Lord Mara'curvon marched down the long passage the 
  confetti that littered the floor mixed with fragments of blades. 
  "damm" he thought "they must have had rock servants as well, 
  time to call in the reinforcments, but the cost will be well 
  worth it if i can get my hands on that scroll"  
   
  Attributes:  
  Strength 3, Dexterity 2, Stamina 2, Charisma 0, Manipulation 
  0, Appearance 0, Perception 2, Intelligence 2, Wits 2  
   
  Abilities: 
  Athletics 3, Brawl 3 (natural weapons +2), Dodge 1, Melee 4 
  (Natural weapons +3), Resistance 2  
   
  Base Initiative: 4  
   
  Attacks 
  Body Blades: Speed 4 Accuracy 10 Damage 9L Defense 5 
  Hand blades: Speed 6 Accuracy 8 Damage 7L Defense 8 
  Head Blades: Speed 4 Accuracy 8 Damage 6L Defense 5 
  Leg Blades: Speed 7 Accuracy 7 Damage 8L Defense 7  
  Dodge Pool: 3 Soak: 5L/5B (Natural Armour, 4L/3B)  
  Willpower: 5 Health Levels: -0x4/-1x4/-2x4/-4/Incap  
   
  Other Notes: Blade golems are immune to slashing and 
  piercing damage (lethal) but take double damage (successes 
  are doubled after the roll) from hard bashing sources.  
  Blade golems can be created by the use of the Make servant 
  spell at a cost of 45 motes of essence and 30 blades of medium 
  quality  
   
  Net Power: 2985  
   
  Blood moss  
  written by Earthbinder  
    
  Description: 
  not really a creature or a plant blood moss resembles a giant 
  ameoba/slime mold made of a slightly furry red substance. it 
  can move fairly quickly and is resistant to damage reforming 
  almost instantly. it takes agg damage from fire and heals 
  damage from essence based attacks, it also takes damage from 
  any Underworld touched source eg. Abyssals, Deathlords etc. 
  However it thrives in shadowlands.  
   
  Attributes:  
  Strength 1, Dexterity 0, Stamina 3, Charisma 0, Manipulation 
  0, Appearance 0, Perception 2, Intelligence -2, Wits 0  
   
  Abilities: Brawl 2  
   
  Base Initiative: 0  
   
  Attacks 
  Essence draining touch: Speed 0 Accuracy 2 Damage 8B 
  Defense 2  
  Dodge Pool: 0 Soak: 1L/3B (none, 0L/0B)  
  Willpower: 0 Health Levels: -0x20/-1x20/-2x20/-4/Incap  
   
  Other Notes: it obtains sustenance by two means absorbing 
  mass or by absorbing essence. to absorb mass it must spend 1 
  day per dot of the item/person/place engulfing it. to drain 
  essence it must merly touch a victim with a positive essence 
  score. and it drains as many points of essence as it get 
  successes it does not deal any damage.its Favoured tactics 
  involve (not much cos its so stupid) draping itself across paths 
  and places where many people pass(most mortal suffer 
  nothing for touching it so take no notice). it is a new 
  apperance in the world Created by the 3"O" Demon Bar-roqqe 
  to infuriate a group of exalted at the command of his master 
  Kaininian (a Deathknight in service to Rasilon Life-cursed) 
  who has had his home and villages within a three mile radiuis 
  of his tower draped in tons of the stuff. on some occasions he 
  has been known to use a living whip of Blood moss and 
  soulsteel to attck his opponents.  
   
  Net Power: 825 
   
  Blood Wraith  
  written by Mister McD  
    
  Description: 
  Unknown in origin these Shadow Land creatures commonly 
  roam the dark cities of their masters laboring to keep the city 
  in order. The Blood Wraith is common to average Wraith in 
  that they seem only to be moving clothing. The are clad 
  mostly in black worn leathers and carry blades covered in 
  dripping blood. They move with silent swiftness due to their 
  
  Exalted Compendium : Monsters & Creatures 01JAN02 
   
   
   
  Page 4 
  lack of body and real armor. To attack a Blood Wraith directly 
  is almost futile, as the creature has no body. Normal weapons 
  of a non-magical nature only tear at the leather of the being, 
  causing no obvious harm to it. Full body blows such as 
  wrestling or large blunt attacks will knock the Wraith back but 
  will not cause any real harm to it either. Magical attacks will 
  harm the Wraith but they must be energy, mental or spiritual 
  attacks. Blood Wraiths get their name from the blood that 
  spills from the hems and holes of all their clothing. This blood 
  will also spill out of any damage caused to the cloth. Fire 
  attacks will cause damage to the Wraith but only at half level 
  since the leather doesn’t burn well and the blood the Wraith 
  exudes helps put out the flames. Besides being dark, brooding, 
  formless and aggressive Blood Wraiths have another ability 
  based around the blood they expel. Blood Wraiths are so 
  sickly skilled with the blood on their bodies that they can drip 
  a bit onto their fingers and flick it into the eyes and mouth of 
  their opponents. If the blood of the Wraith enters an 
  opponent’s eye they are blinded for a number of hours. If 
  blood enters the opponents mouth the person become 
  immediately ill this sickness will affect the performance of 
  anything they do. Another skill that the Wraith can call upon 
  is their stealth. Due to their nature they may relax their form 
  and appear to become a pile of ragged clothing. Only a person 
  skilled in looking for such piles will even have a chance of 
  spotting this disguise without the use of magic or charms.   
   
  Attributes:  
  Strength 3, Dexterity 3, Stamina 4, Charisma 0, Manipulation 
  3, Appearance 0, Perception 3, Intelligence 2, Wits 3  
   
  Abilities:  
  Awareness 3, Brawl 3, Dodge 2, Endurance 2, Melee 3 
  (Slashing Sword +5), Survival 2  
   
  Base Initiative: 6  
   
  Attacks  
  Dodge Pool: 5 Soak: 7L/9B (worn leather, 5L/5B)  
  Willpower: 5 Health Levels: -0x2/-1x2/-2x2/-4/Incap  
   
  Other Notes: Blood Flick: The Wraith ability is so gruesome 
  and vile that the appearance of him performing this alone has 
  caused whole groups of commoners to run in fear. The Wraith 
  has 6 die of skill to flick this blood either in a persons eyes or 
  mouth. The target for this skill is 5 since the eyes and mouth 
  are extremely difficult targets to hit. If the blood gets into 
  person’s eyes they will be blind for 6 minus the opponents 
  stamina level rounds. If the blood gets into a persons mouth 
  the opponent will be sick for 6 minus the opponent’s stamina 
  days. This sickness will cause all actions to be at two target 
  levels higher. If a person is wearing a helm hitting the mouth 
  can be made impossible; the eyes may have slits which could 
  raise the target another target level or two.  
   
  Clothing Pile: The Wraith may become a pile of clothing at 
  will by relaxing his body. This action requires only 1 action 
  and can be performed while running or fighting. Wraiths often 
  use this skill to attack and run from more powerful opponents. 
  To find a Wraith that is using this ability requires a person to 
  make a Perception and Awareness roll target 7 if they have 
  never seen a Blood Wraith perform this and a target 5 if they 
  have witnessed this ability.  
   
  Virtual Immunity: The Wraith is immune to almost all forms 
  of physical attacks including blunt, blade and bow. The Wraith 
  is not harmed by cold, vacuum or high power winds. A Wraith 
  can be harmed by normal fire and acid but at half of the level 
  and at half of the duration. Magical weapons and attacks cause 
  normal damage to the Blood Wraith. A major weakness of the 
  Wraith is water. High powered water will separate the Wraiths 
  clothing and will require them to reform. Reforming takes 1 
  full evening in the Shadow Lands. Emmersion in water like a 
  lake or ocean will capture a Wraith since they are not able to 
  swim since their clothing is heavy and the formless body is not 
  boyant. A Wraith will have to walk along the bottom of the 
  waterway to find freedom.  
   
  Blood Wraiths may use any weapons that the ST sees fit.  
   
  Net Power: 4845  
   
  Demon of the Red Sea  
  written by John Hollar  
    
  Description: 
  These boats are not really anything to begin with, they are just 
  big red ships that go on their own and have no visible crew, 
  then when a board is broken off for whatever reason it will 
  turn into a humanoid kind of demon, with a big block for a 
  head, a muscular body, a long sharp arm, a large wooden 
  shield made of its other arm, and clawed feet.  
   
  Attributes:  
  Strength 4, Dexterity 2, Stamina 5, Charisma 0, Manipulation 
  0, Appearance 0, Perception 2, Intelligence 1, Wits 0  
   
  Abilities: Athletics 3, Brawl 4, Dodge 4, Melee 4  
   
  Base Initiative: 2  
   
  Attacks 
  Clawed Feet: Speed 2 Accuracy 6 Damage 9L Defense 6 
  Shield: Speed 2 Accuracy 6 Damage 8B Defense 9 
  Sword Arm: Speed 2 Accuracy 6 Damage 10L Defense 7  
  Dodge Pool: 6 Soak: 6L/13B (Body, 4L/8B)  
  Willpower: 10 Health Levels: -0x5/-1x0/-2x0/-4/Incap  
   
  Other Notes: I used these in my campain The Wyld Returning. 
  its the first of a series of 4 demons comeing from each coast, 
  
  Exalted Compendium : Monsters & Creatures 01JAN02 
   
   
   
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  this one comes from teh West, have fun with em, and 
  remember, fire is bad for wood.  
  Net Power: 4875 
   
  Elaenoi  
  written by AngelWick  
    
  Description: 
  Quite possibly the most beautiful beings of death (or undeath) 
  to come in to Creation from the Otherworlds. That is if they 
  even truly exist. Like their mythical cousins, the Aetusoch, the 
  Elaenoi can easily be mistaken for a normal undead creature. 
  However, these beings have only one thing on their minds, 
  DEATH. An Elaenoi will not engage in a philosophical 
  conversation. They only kill. If this is true, then perhaps it is 
  these creatures that have sat at the right hand of Abyssal 
  Exalted and the Aetusoch that have opposed them at every 
  turn.  
  If there is a difference between the Aetusoch and the Elaenoi, 
  it is that the Elaenoi are bred for battle. Could it be that the 
  Elaenoi and the Aetusoch are Deathlords? Or Demons? Why 
  do the Aetusoch fight against everything that they are? Is there 
  a difference between these two "factions" of powerful undead? 
  Would you really want to walk up to one and ask?  
   
  Attributes: Strength 11, Dexterity 13, Stamina 11, Charisma 
  18, Manipulation 16, Appearance 14, Perception 14, 
  Intelligence 11, Wits 6  
   
  Virtues: Compassion 3, Conviction 3, Temperance 5, Valor 5  
   
  Abilities: Archery 2 (etiquette +0), Awareness 10, Brawl 8, 
  Bureaucracy 8, Dodge 7, Larceny 6, Linguistics 5, Melee 5, 
  Occult 5, Performance 6 (acting +3, music +2), Stealth 8, 
  Survival 3  
   
  Base Initiative: 19  
   
  Attacks 
  Bite: Speed 20 Accuracy 22 Damage 15L Defense 22 
  Claw: Speed 20 Accuracy 26 Damage 15L Defense 25 
  Exceptional Soulsteel Daiklaive: Speed 23 Accuracy 21 
  Damage 17L Defense 21 
  Exceptional Soulsteel Grand Daiklaive: Speed 17 Accuracy 21 
  Damage 23L Defense 19 
  Kick: Speed 18 Accuracy 23 Damage 16B Defense 23 
  Punch: Speed 19 Accuracy 24 Damage 14B Defense 24  
  Dodge Pool: 20 Soak: 23L/23B (Fortification of Death, 
  18L/12B)  
  Willpower: 10 Health Levels: -0x11/-1x4/-2x4/-4/Incap  
   
  Other Notes: Elaenoi also commonly possess the following 
  Charms or Sorceries etc:  
   
  --Familiar level one  
  --up to 6 actions per turn  
  --command large armies without eye contact  
  --passively 
  hide 
  themselves 
  and/or 
  a 
  group 
  closely 
  surrounding them in shadows OR the open without being seen  
  --look like someone else  
  --know the location of someone they know personally  
  --Telekinetic movement of anything living or dead  
  --Command over the elements  
  Net Power: 62580 
   
  Fire Tiger  
  written by SteelAngel  
    
  Description: 
  Firecats are the offspring of released Fire elementals and 
  various big cats. The most vicious of these are the Jungle 
  Tigers of the Southeastern lands. Massively large, sometimes 
  as large as six feet at the shoulder, these cats appear to be the 
  beasts they were spawned from, but shaped in flame. Often 
  they lead secluded lives away from civilisation, but every now 
  and then one rears its head.  
   
  Attributes:  
  Strength 7, Dexterity 5, Stamina 6, Charisma 1, Manipulation 
  1, Appearance 3, Perception 5, Intelligence 4, Wits 5  
   
  Abilities:  
  Archery 2, Athletics 3, Awareness 4, Brawl 4, Presence 3  
  Base Initiative: 10  
   
  Attacks 
  Bite: Speed 10 Accuracy 9 Damage 20L Defense 7 
  Claw: Speed 12 Accuracy 10 Damage 16L Defense 9  
  Dodge Pool: 5 Soak: 9L/9B (Firey Aura, 6L/3B)  
  Willpower: 8 Health Levels: -0x4/-1x4/-2x4/-4/Incap  
   
  Other Notes: These creatures are oddly intelligent. They 
  always stick to bargains when they make them, and they rarely 
  kill other than to defend their territory or to feed. They are 
  noble in bearing, and tend to favour those that don't 
  immediately request their destruction.  
  Net Power: 10650  
   
  Gila Drake  
  written by Artemis  
    
  Description: 
  The Gila Drake is roughly 12' from head to tail. It has 
  predominantly black scales with alternating red and yellow 
  bands, warning intelligent enemies of its potential venomous 
  nature. Its large wings are translucent black with reddish 
  undersides. The drake has two boarlike tusks that jet from its 
  lower jaw, giving it an intimidating dragon-like appearance 
  with short, fat necks and tails.  
   
  Attributes:  
  
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  Page 6 
  Strength 7, Dexterity 3, Stamina 4, Charisma 2, Manipulation 
  1, Appearance 1, Perception 3, Intelligence 1, Wits 3  
   
  Abilities:  
  Archery 3 (Spitting +2), Athletics 2, Awareness 2, Brawl 4, 
  Dodge 3, Endurance 3, Resistance 4, Stealth 2, Survival 3  
   
  Base Initiative: 6  
   
  Attacks 
  Bite: Speed 6 Accuracy 7 Damage 7L Defense 7 
  Claw: Speed 7 Accuracy 8 Damage 9L Defense 7 
  Spit Venom: Speed 6 Accuracy 8 Damage 7B Defense 6  
  Dodge Pool: 6 Soak: 10L/12B (Scales, 8L/8B)  
  Willpower: 6 Health Levels: -0x1/-1x2/-2x3/-4/Incap  
   
  Other Notes: The drakes first combat tactic is to blind his 
  opponents with its venomous spit attack, inducing no damage 
  other than temporary blindness. (Range 15 yds, duration is 5 
  turns minus number of successes on Stamina Resistance). This 
  attack can only be used every other round, and can only be 
  dodged - not parried). After attempting to induce blindness in 
  his foes, the drake follows up with his ferocious claws and bite 
  until feeling the need to either spit again or flee.  
   
  Net Power: 6990  
   
  Horseclaw  
  written by Resplendent_Elk  
    
  Description: 
  (The name Horseclaw is stolen from the manga Nausicaa, but 
  so is the animal, but I’m not the least bit ashamed. I couldn’t 
  think of a more fitting name anyway. Horseclaws are a lot 
  cooler than those overgrown canaries from Final Fantasy, 
  BTW.)  
  Horseclaws are large, wingless birds with long necks and 
  strong legs. Their feathers, which cover everything but the 
  large beak and the lower legs, shift color depending on the 
  temperature and sunshine – at night they’re dark, almost black, 
  with a greenish or brownish opalescent hue. During the day 
  the feathers assume a lighter color. They have a loud, honking 
  call, but also communicate with low, cooing sounds.  
  Normally quite peaceful birds, Horseclaws can get very 
  aggressive when protecting their flock. A kick from their 
  strong legs can easily send a grown man flying. Animal 
  trainers have learned to expand their flock mentality to 
  humans as well, which makes them reliable mounts valued in 
  battle. They tend to grow attached to their masters and can 
  quickly become spoiled without disicpline. Although quite 
  strong, they cannot carry as much as a horse. Anything more 
  than a lightly armored rider with a little extra packing quickly 
  wears them out. This limits their usefulness as pack animals, 
  but when not overloaded they are near tireless.  
  Horseclaws are very resistant to heat and can go for days 
  without drinking or eating by storing water and nutrients in 
  their bodies like camels. Even so they seek shadow and rest 
  during the hottest hours of the days and are the most active 
  around dawn and dusk. Trained riders and handlers know this 
  and let them rest during midday. Their strong beaks and 
  efficient digestion allows them to eat almost anything, even 
  carrion if nothing else is available, but they prefer tough desert 
  plants, lizards, snakes and large insects.  
  Indigenous to the mesa and savannah landscapes in the south, 
  Horseclaws have been raised for centuries by animal handlers. 
  Since domesticated Horseclaws mate only occasionally, the 
  animal handlers must also rely on stealing eggs from wild 
  flocks, which is a dangerous but profitable job.  
   
  Attributes:  
  Strength 4, Dexterity 4, Stamina 5, Charisma 0, Manipulation 
  0, Appearance 0, Perception 3, Intelligence 1, Wits 3  
   
  Abilities: Athletics 4, Awareness 2 (Long range sight +2), 
  Brawl 3, Dodge 3, Endurance 4, Survival 2 (Finding water & 
  plants +2)  
   
  Base Initiative: 7  
   
  Attacks 
  Beak: Speed 10 Accuracy 7 Damage 7L Defense 7 
  Kick: Speed 13 Accuracy 7 Damage 14B Defense 7  
  Dodge Pool: 7 Soak: 3L/9B (Feathers & hide, 1L/4B)  
  Willpower: 5 Health Levels: -0x2/-1x2/-2x1/-4/Incap  
   
  Net Power: 4935 
   
  Iron Orb  
  written by John Hollar  
    
  Description: 
  "Imagine a big metal orb about the size of a wagon wheel that 
  flies. Not scared enough? Ok, add inch long razor sharp blade 
  that retract. now, to boot, the damn thing spins around like a 
  top all the time. and there is never just one o em, they always 
  come in three's or more. I've had more then one good sword 
  pulled right outta my hands by one of those things"  
  -Tarin the Warrior, gossiping in a Northern tavern  
   
  Attributes:  
  Strength 2, Dexterity 4, Stamina 3, Charisma 0, Manipulation 
  0, Appearance 0, Perception 1, Intelligence 1, Wits 1  
   
  Abilities: Dodge 2, Melee 5  
   
  Base Initiative: 5  
   
  Attacks 
  Spikes: Speed 7 Accuracy 14 Damage 5L Defense 15  
  Dodge Pool: 6 Soak: 13L/17B (Body, 12L/14B)  
  Willpower: 5 Health Levels: -0x3/-1x0/-2x0/-4/Incap  
   
  
  Exalted Compendium : Monsters & Creatures 01JAN02 
   
   
   
  Page 7 
  Other Notes: These things are the creature I came up for in the 
  Northern Area of my campaign The Wyld Returns. like it said, 
  its a big metal sphere and its dumb as hell. its gullible, stupid, 
  has a bad temper, will kinda start to smoke if ya piss it off, and 
  is otherwise an idiot. you could prolly throw on a robe, tell it 
  "they went that way" and until it hit the dead end at the other 
  side o Nexus, it wouldn't think twice. hell it'd be lucky if it 
  thought once. they come in packs, and are capable of grabing a 
  sword if its swong the wrong way at them. These things will 
  always spin in a clockwise motion becosue thats the way the 
  blades point. it will not fire them, but it will ram you. Have 
  fun, try not to kill off too many players, and i'll post the 4th 
  crazy concoction of my mind later.  
   
  Net Power: 3945 
   
  Oni  
  written by Artemis  
    
  Description: 
  Oni usually lead groups of lesser oni, they are 7-9 feet tall 
  with large horns protuding from their head and shoulders. Oni 
  are black, red or green with thick tough hide. They have 
  muscular frames and long arms.  
   
  Attributes:  
  Strength 5, Dexterity 4, Stamina 6, Charisma 2, Manipulation 
  2, Appearance 1, Perception 4, Intelligence 3, Wits 5  
   
  Abilities:  
  Athletics 3, Awareness 2, Brawl 4 (Claw +3), Dodge 3, 
  Endurance 3, Lore 2, Melee 5 (Blades +2), Occult 2, Presence 
  2, Resistance 4, Stealth 2, Survival 4  
  Base Initiative: 9  
   
  Attacks 
  Claw: Speed 10 Accuracy 10 Damage 10L Defense 8 
  Great Sword: Speed 9 Accuracy 11 Damage 11L Defense 8  
  Dodge Pool: 7 Soak: 11L/14B (Tough Hide(w/out stamina), 
  8L/8B)  
  Willpower: 6 Health Levels: -0x2/-1x4/-2x8/-4/Incap  
   
  Other Notes: Oni live in the shadowlands but may wander 
  throughout the lands.  
   
  Net Power: 9870  
   
  Lesser Oni  
  written by Artemis  
    
  Description: 
  Lesser Oni are the more common demons in the shadowlands, 
  they make up the bulk of the troops for greater demons. They 
  are generally man sized w/ various demonic features like red 
  or green skin, horns, and glowing eyes. As troops they might 
  be equiped with armor or weapons from their leader.   
   
  Attributes:  
  Strength 3, Dexterity 3, Stamina 4, Charisma 1, Manipulation 
  1, Appearance 1, Perception 2, Intelligence 2, Wits 3  
   
  Virtues: Compassion 1, Conviction 3, Temperance 1, Valor 3  
   
  Abilities:  
  Athletics 1, Awareness 1, Brawl 3 (Claw +1), Dodge 3, 
  Endurance 2, Melee 4, Resistance 3, Stealth 3, Survival 1  
  Base Initiative: 6  
   
  Attacks 
  Claw: Speed 6 Accuracy 6 Damage 5L Defense 6  
  Dodge Pool: 6 Soak: 5L/7B (Tough Hide(w/out stamina), 
  3L/3B)  
   
  Willpower: 4 Health Levels: -0x1/-1x3/-2x4/-4/Incap  
  Other Notes: These are basically extras in the shadowlands.  
  Net Power: 4935  
   
  Oni no Chi  
  written by Artemis  
    
  Description: 
  Oni no Chi are one of the most powerful demons in the 
  shadowlands.  
  There is record of only one being encountered to date, but 
  there may be more out there. Oni no Chi stands 15 feet tall 
  with reddened flesh and long muscular arms. He has black 
  horns and bristles sprouting from its head and shoulders, a 
  mouth full of dagger sized teeth. These demons are usually on 
  bad terms with deathlords and rule over weaker demons.  
  Attributes: Strength 7, Dexterity 9, Stamina 6, Charisma 3, 
  Manipulation 2, Appearance 1, Perception 5, Intelligence 9, 
  Wits 5  
   
  Abilities:  
  Archery 4, Athletics 4, Awareness 5, Brawl 6 (Claw +2, Bite 
  +1), Dodge 5, Endurance 4, Investigation 4, Linguistics 5, 
  Lore 5, Medicine 3, Melee 5 (Improvisation +2), Occult 5, 
  Presence 4, Resistance 5, Survival 4, Thrown 3  
  Base Initiative: 14  
   
  Attacks 
  Bite: Speed 14 Accuracy 16 Damage 13L Defense 15 
  Claw: Speed 15 Accuracy 18 Damage 15L Defense 17  
  Dodge Pool: 14 Soak: 13L/17B (Hide w/out stamina, 
  10L/11B)  
  Willpower: 0 Health Levels: -0x4/-1x4/-2x8/-4/Incap  
   
  Other Notes: Oni no Chi are immune to nonmagical attacks 
  (magical weapons, spells, ect. are needed). He can also breathe 
  gouts of flame 20 yards for 12L, only soakable by stamina and 
  magical armor.  
  Net Power: 19665  
  
  Exalted Compendium : Monsters & Creatures 01JAN02 
   
   
   
  Page 8 
   
  Origami Guardian  
  written by ratfruit  
    
  Description: 
  Kvasir stalked down the corridors. Swiftshadow, his faithful 
  sword, gleamed in the waning lamp light. The walls where 
  white and smooth, made out of toughened paper, as was the 
  custom building material of this small town. He stalked down 
  the corridors using his skills that he earned during his days as 
  a guild assassin. This time the talent was put to good use- he 
  wanted to find out the whereabouts of the Immaculates new 
  tool, a naive Dragon-blood called Amber Jade. As he crept he 
  suddenly became aware of a rustling sound barely inaudible, 
  but his trained sense picked it up. It came from the walls 
  behind him. He spun around, his sword and dagger poised in 
  the offensive, in time to behold a huge mass of white form 
  from the wall and begin to fold itself into a form. Kvasir, 
  unsure what to do stood back and watched, the paper taking a 
  recognisable shape. Before him, a large feline form 
  constructed entirely of paper, took shape and quickly pounced. 
  Kvasir was knocked to the floor, slashing at the creature with 
  Swiftshadow. A large tear appeared, but the creature was still 
  on top of him, unwrapping and smothering him, restricting his 
  movement. The paper was fantastically tough and Kvasir 
  understood that only a bladed weapon would do any damage, 
  his sword arm was however incapacitated. Kvasir thought 
  embarrassingly with anger how his death would be caused by 
  a paper tiger - then one of the lamps caught his attention, and 
  with all his might he forced himself and the creature towards 
  the bracer on the wall.  
   
  Resembling large versions of smaller origami contractions, 
  origami guardians where used by scholars of the first age in a 
  now lost library to protect the valuable books and scroll, 
  constructed with their most common and inexpensive 
  resource, paper. Created using long lost first-age magicks and 
  constructed with an unusual make of paper, origami guardians 
  are a mysterious and stealthy defence for those who need 
  protection from the unaware. Folded by sorcerers along 
  specially prepared lines into the form of usually a tiger or a 
  crane, although other forms a known. They are made out of 
  paper that is toughened by a special alchemical process. Blunt 
  weapons are useless against the guardian, although blades and 
  fire are especially effective. Even arrows pass through them 
  doing little damage.  
   
  The origami guardians usual commanded tactic his to unfold 
  and disguise them selves as walls, unwrapping as a would be 
  trespasser walks by and smothering them and incapacitating 
  them, then either suffocating or carrying them to the guardians 
  commander. These creatures are swift and agile, even the most 
  aware opponent having to be quick with his sword or being 
  over come. Tigers are quick and strong, and often work in 
  packs, where as crane, being large and airborne, are lightning 
  fast in diving and covering a victims face whilst others of the 
  group wrap around the arms and legs. Other forms such as 
  dragons and even human warriors where heard of, but now 
  only exist in long forgotten books from a previous age.  
   
  When creating an origami guardian, on must fold the lines 
  exact at the correct astrological event, with lost chants and 
  rites accompanying the construction. Particularly attempt 
  sorcerers where known to make many folds, having guardians 
  that could take the form or cranes or tigers depending on the 
  situation. Fire and blades are the bane of this device, and 
  although constructions of stone where quickly subdued when 
  the lost library was attacked centuries ago, when huge golems 
  constructed of scissor-like blades where sent in, they made 
  quick work of most of the paper tigers, dragons, cranes and 
  soldiers. Leaving the valuable books of lore open to plunder 
  from those who would usurp these scholars.  
    
  Attributes:  
  Strength 3, Dexterity 4, Stamina 5, Charisma 0, Manipulation 
  0, Appearance 0, Perception 3, Intelligence 1, Wits 3  
   
  Abilities:  
  Athletics 3, Awareness 3, Brawl 2 (Pounce +3), Dodge 3, 
  Stealth 4  
  Base Initiative: 7  
   
  Attacks 
  Pounce: Speed 8 Accuracy 9 Damage 3B Defense 6  
  Dodge Pool: 7 Soak: 0L/6B (none, -2L/1B)  
  Willpower: 10 Health Levels: -0x2/-1x4/-2x2/-4/Incap  
   
  Other Notes: Fire does aggravated damage and the dice pool is 
  multiplied by two before rolled, and treat piercing weapons as 
  bashing damage. A paper crane will be able to fly, but other 
  wise has the same statistics.  
  Net Power: 5625  
    
  Sand Elemental  
  written by Mister McD  
    
  Description: 
  This sand elemental roams only the southern regions. It lives 
  life mostly among the rolling dunes of the deep desert where is 
  may live in peace. The creature can occasionally be seen in the 
  hard desert but usually appears in it’s traveling form of a small 
  dust devil. When solid it tends to be made of desert materials 
  usually consisting of bone, stone and sands of many colors. 
  This more solid form is still loosely packed enough to ignore 
  most physical attacks by those afraid of this elemental. The 
  Sand is commonly passive and will only occasionally play 
  with passers by. It’s fierceness is only unveiled when it finds a 
  wandering outsider. These creatures are very suspicious of the 
  light skinned and will follow a lost body for days to find it’s 
  purpose. The Sand seems to have a deeper purpose than 
  simply existing in the desert. They often use their control of 
  the sands to direct travelers toward home. They seem to desire 
  
  Exalted Compendium : Monsters & Creatures 01JAN02 
   
   
   
  Page 9 
  peace from trouble and will commonly blind desert travelers 
  and take them home. If attacked by a single person the Sand 
  will commonly break into its lesser components and flee 
  sometimes blinding it’s opponent first. If trapped it will absorb 
  the weakest enemies and attempt to suffocate them. To the rest 
  it will deliver bashing blows of solid sand and stone. Again 
  due to its loose physical structure, common physical attacks 
  do not effect it.  
   
  Attributes:  
  Strength 7, Dexterity 2, Stamina 6, Charisma 2, Manipulation 
  1, Appearance 0, Perception 3, Intelligence 2, Wits 3  
   
  Virtues:  
  Compassion 2, Conviction 1, Temperance 2, Valor 3  
   
  Abilities:  
  Awareness 3, Brawl 4, Dodge 1, Endurance 2, Occult 3, 
  Resistance 2, Survival 2  
  Base Initiative: 5  
   
  Attacks  
  Dodge Pool: 3 Soak: 3L/6B (none, 0L/0B)  
  Willpower: 5 Health Levels: -0x0/-1x0/-2x0/-4/Incap  
   
  Other Notes:  
  Special actions:  
   
  Dust Devil, become a small swirling cloud of sand to travel 
  great distances across the desert. This form may also be used 
  to escape and enemy or blind travelers for safe return to home.  
   
  Solid sand, this action allows the Sand to attack solidly but 
  remain inconsistent enough to ignore most physical attacks. 
  Normal weapons will not harm the Sand. Non-magical fire, 
  cold and acid have no effect on the sand. Magical fire and cold 
  attacks will affect the Sand in addition to normal flame 
  damage caused by the fire due to the intense heat for every 
  box of damage the Sand will also slow for –1 extra due to the 
  super heating causing the sand to become glass. Magical 
  weapon and charm attacks will do full damage.  
   
  Smother, by absorbing an opponent into its mass and then 
  forcing sand into the enemy’s orifices the Sand may choke an 
  opponent to death. Unless plugging their noses and closing 
  their eyes a person will start to choke immediately due to the 
  force of the sand entering his body.  
   
  Blending, Sand is able to blend into the obvious surroundings 
  since they are able to morph their forms to fit into any shape 
  and are the color of their surroundings. To spot Sand is a 
  difficult task even for the most talented Sand living person. It 
  requires either a Perception/Alertness roll target 6, or a 
  Perception/Survival roll target 5. Sands will use this ability to 
  watch travelers or to sneak upon them for a surprise attack. 
  This will usually be a smothering attack.  
   
  (This is a common Sand, larger more powerful creatures can 
  be found in the deeper desert)  
  Net Power: 6735  
   
  Sand worms  
  written by Earthbinder  
    
  Description: 
  "There is a prophecy that one day the son of another time shall 
  walk amongst the people of the sand and he shall know their 
  ways as if born to them, he shall drink of the fire and shall be 
  reborn and in his coming shall the people of the sand see the 
  boundless water once more."  
   
  In the deep deserts of the south where water fears to fall live 
  the sandworms, massive and huge the glide through the 
  shifting sand of the burning desert.  
   
  Your average sandworm is between 40-100 ft long and has a 
  gaping maw wide enough to swallow a man whole. Its gullet 
  is ringed with teeth sharp enough to cut through solid stone 
  and its skin is hardened by the heat of neverending fire, there 
  are rumors fo a complex civilization in the Deep south where 
  nomads are trained to ride the worms into battle.  
   
  Attributes:  
  Strength 8, Dexterity 3, Stamina 9, Charisma 1, Manipulation 
  1, Appearance 0, Perception 2, Intelligence 1, Wits 1  
   
  Abilities: Awareness 1, Brawl 6 (Swallowing whole +3), 
  Stealth 1 (Underground +3)  
   
  Base Initiative: 4  
   
  Attacks 
  Bite: Speed 6 Accuracy 11 Damage 13L Defense 9 
  Smash/crush: Speed 4 Accuracy 9 Damage 15B Defense 9 
  Swallow (only after a bite): Speed 4 Accuracy 9 Damage 26L 
  Defense 9  
  Dodge Pool: 3 Soak: 7L/18B (Hide, 3L/9B)  
  Willpower: 5 Health Levels: -0x10/-1x7/-2x5/-4/Incap  
   
  Other Notes: Based on the worms form frank herberts dune. 
  the sandworms suffer agg damage from water, thier teeth can 
  be made into daggers of quality which ignore two dice of 
  armour.  
  Sandworms should be fered and respected, as should the 
  freemen tribes of the south who have the nerve to ride them 
  into battle.   
   
  Net Power: 7350  
   
  Shadow Beast  
  written by John Hollar  
    
  
  Exalted Compendium : Monsters & Creatures 01JAN02 
   
   
   
  Page 10 
  Description: 
  This would look like a dog... if it didn't have a incredibly long 
  mouth and some serious fangs. Plus the inky black goo all 
  over it, well... it wouldn't make a nice pet. plus its a little bit 
  bigger then the normal dog (more like a foot bigger)  
   
  Attributes:  
  Strength 3, Dexterity 4, Stamina 3, Charisma 0, Manipulation 
  0, Appearance 0, Perception 5, Intelligence 3, Wits 3  
   
  Abilities: Archery 4, Athletics 3, Awareness 3, Brawl 4, 
  Dodge 2, Survival 3  
   
  Base Initiative: 7  
   
  Attacks 
  Bite: Speed 8 Accuracy 16 Damage 8L Defense 8 
  Claw: Speed 9 Accuracy 16 Damage 7L Defense 8 
  Dark Spikes: Speed 3 Accuracy 16 Damage 10L Defense 8  
  Dodge Pool: 6 Soak: 2L/6B (Body, 1L/3B)  
  Willpower: 3 Health Levels: -0x1/-1x2/-2x2/-4/Incap  
   
  Other Notes: Well, here's the second crazy creature from my 
  campaign, he's one hell of a pain for an exalted, considering it 
  eats essence, it will grow by how much essence you give it, 
  and will sometimes even split when it gets really really big. 
  Now, about the Dark Spikes attack, basicly the fur on its body 
  stands straight up and then fires out in all directions. if one hits 
  and the char doesn't make a Stamana + Resistance (or is it 
  endurence, eh its up to ya'll) difficulty 5, then he gets poinsend 
  with this really nasty blood disease, which changes the blood 
  of the victim into one of these creatures! the only cure is a 
  bround up pedel of a Fire Blossom (see Scavanger Sons). 
  Have fun This monster comes from the West in my campaign 
  The Wyld Returns.  
  Net Power: 5595 
   
  Troll  
  written by Artemis  
    
  Description: 
  Trolls are large and solidly built, designed mainly for brute 
  force and physical power. Tall(7-8 feet) with long arms and 
  grossly strecthed fingers, they have greenish moist skin and 
  glowing beady eyes. Trolls have wide low hanging jaws with 
  protuding fangs. Trolls primarily inhabit swampy areas and 
  shadowland areas, but may wander elsewhere.  
   
  Attributes:  
  Strength 5, Dexterity 3, Stamina 5, Charisma 1, Manipulation 
  1, Appearance 1, Perception 1, Intelligence 3, Wits 3  
  Virtues: Compassion 1, Conviction 3, Temperance 1, Valor 4  
   
  Abilities:  
  Athletics 2, Awareness 1, Brawl 3, Dodge 2, Endurance 4, 
  Melee 2 (Improvisation +1), Resistance 4, Stealth 2, Survival 
  3, Thrown 1  
  Base Initiative: 6  
   
  Attacks 
  Bite: Speed 6 Accuracy 5 Damage 8L Defense 6 
  Claw: Speed 6 Accuracy 7 Damage 9L Defense 6 
  Large Club/Small Tree: Speed 1 Accuracy 3 Damage 13L 
  Defense 4  
  Dodge Pool: 5 Soak: 5L/10B (Tough Hide(w/out stamina), 
  3L/5B)  
  Willpower: 4 Health Levels: -0x2/-1x4/-2x6/-4/Incap  
   
  Other Notes: Trolls regenerate bashing and lethal damage 
  every round by rolling stamina and gaining successes equal to 
  their wound penalty.  
  The wound penalty does not apply to this roll. Trolls can 
  easily vary in size and strength, so ST may easily beef a troll 
  up for an encounter. Throwing three under a bridge might be 
  fun too:)  
   
  Net Power: 6210  
   
  Wyld Ape  
  written by mrwibble  
    
  Description: 
  Native of the jungles of the southeast, the Wyld Ape is a 
  quadruped animal with a short snout and thick, sleek, and dark 
  fur covering its body. It has a long tail and is a good climber 
  but is most at home on the ground where it can outrun most 
  humans. About three to four feet at the shoulder and four to 
  six feet long they weigh from 100lbs to 250lbs.  
   
  They attack in packs, only if they outnumber the opponents at 
  least 3 to 1. They stalk and hunt their prey, trying to separate 
  out a single prey to ambush, they often throw rocks at their 
  prey from cover or try to push rocks or loose trees at their prey 
  to separate them.  
  When attacking they circle an opponent and ones in the rear 
  will attempt to rush past the opponent knocking them to the 
  ground (treat as a sweep) and then they will all attack the 
  fallen opponent.  
    
  Attributes:  
  Strength 4, Dexterity 3, Stamina 4, Charisma 1, Manipulation 
  1, Appearance 0, Perception 3, Intelligence 1, Wits 2  
   
  Abilities:  
  Athletics 2 (Climb +2), Brawl 3, Dodge 1, Endurance 2, 
  Resistance 1, Stealth 1, Survival 3, Thrown 1  
  Base Initiative: 5  
   
  Attacks 
  Bite: Speed 10 Accuracy 12 Damage 9L Defense 6 
  
  Exalted Compendium : Monsters & Creatures 01JAN02 
   
   
   
  Page 11 
  Sweep: Speed 10 Accuracy 11 Damage 8B Defense 6  
  Dodge Pool: 4 Soak: 2L/4B (none, 0L/0B)  
  Willpower: 2 Health Levels: -0x1/-1x2/-2x2/-4/Incap  
  Other Notes: Almost always Extras.  
   
  My notes for this predated my seeing the mention or 
  Carnivourous Apes in the (I think) "Making Of" book in the 
  LE. I guess this is basically a simple knock up of that creature, 
  to be superceeded when that is covered in an oficial book.  
   
  Mainly based on the movies "Congo" and "Primal Force".  
   
  Net Power: 3495 
  
SOURCE: textdata/thevault/Storyteller [multi]/Exalted/Adventures & Extras/Monsters & Creatures.pdf