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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Aberration

Aberration

Aberrations are defined by alien body logic, an intrusive pressure on minds or space, and a basic wrongness that sets them apart from beasts, people and ordinary monsters. Their form, senses, instincts, growth or presence no longer obey familiar natural rules.

Senses: normal (sight, hearing, smell, touch and taste) unless a trait says otherwise.

Subtypes

  • Psychic: defined by mind pressure, telepathy, invasive thoughts and mental distortion.
  • Tentacled: defined by grasping limbs, unnatural reach, fluid anatomy and invasive contact.
  • Brood: defined by spawning, implantation, swarming offspring and hive-like reproduction.
  • Void-Touched: defined by darkness, emptiness, warped space and alien cosmic influence.
  • Fleshwarped: defined by mutation, stitched anatomy, an unstable shape and grotesque organic change.
  • Reality-Warping: defined by impossible geometry, distorted space, false angles and broken physical rules.
  • Seer / Blind-Sense: defined by unnatural perception, psychic detection and awareness that doesn't depend on sight.

Traits & Maneuvers

Each subtype grants the trait listed under it; a trait and its maneuver are one Build Selection.

Telepathic Murmur (Psychic)

Aberration, Passive · Passive

A living creature starting its turn adjacent must succeed a Charisma save against this creature's action check or become Drowsy. If already Drowsy from this effect, it becomes Stupefied 1 instead (Weak Step).

Crafting tags: Essence Mind; Ingredients none.

Grasping Tendrils (Tentacled)

Aberration, Maneuver · 1 AP

Make 1 melee action check with a natural weapon. On a success, roll damage; the target must succeed a Might save (DC 10 + half damage taken) or be pulled 5 feet (Weak Magnitude) toward this creature, becoming grabbed if it ends adjacent. This creature gains 1 Advantage (Weak Step) to maintain that grapple.

Crafting tags: Essence none; Ingredients Organ, Preservative.

Implant Brood (Brood)

Aberration, Maneuver · 1 AP

Make 1 melee action check with a natural weapon. On a success, roll damage; the target must succeed a Fortitude save (DC 10 + half damage taken) or be afflicted with Brood Parasite.

Crafting tags: Essence Mind, Space; Ingredients Organ, Toxic.

Void Slip (Void-Touched)

Aberration, Passive · Passive

Once per round when it moves, it may shift 5 feet (Weak Magnitude), ignoring one creature, obstacle or gap (Weak Step) that would block movement, ending in a legal space.

Crafting tags: Essence Space; Ingredients none.

Mutating Flesh (Fleshwarped)

Aberration, Passive, Triggered · Passive

The first time it becomes Bloodied, choose Might, Reflex or Fortitude: it gains 1 Advantage (Weak Step) on saves with that ability for the rest of the encounter.

Crafting tags: Essence Mind; Ingredients Organ, Preservative.

Warped Perception (Reality-Warping)

Aberration, Reaction · Reaction (1 RP)

Trigger: A creature farther than adjacent makes a sight-reliant attack against this creature.

For 1 RP, the attacker must succeed a Perception save against this creature's action check or suffer 1 Disadvantage (Weak Step) on attacks against it until the end of the attacker's next turn.

Crafting tags: Essence Mind; Ingredients none.

All-Seeing Sense (Seer / Blind-Sense)

Aberration, Passive · Passive

Gains Blindsight 10 feet (Strong Magnitude) and 1 Advantage (Weak Step) on Perception checks to detect hidden, invisible or disguised creatures.

Crafting tags: Essence Mind; Ingredients none.

Afflictions

Brood Parasite (affliction)

Delivered by an adversary ability. Save: Fortitude (DC per the delivering effect, or 15 + creature level). Stage interval 1 round.

  1. Drowsy
  2. Stupefied 1 and 1 Disadvantage (Weak Step) on checks and saves against the creature's brood or psychic effects
  3. Stupefied 1 and Fascinated by the creature