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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Outsider

Outsider

Outsiders come from beyond the mortal world. They may resemble other types, but their origin, and perhaps their substance, lies outside the Material Plane: they are shaped by planar origin, cosmic allegiance, divine or infernal purpose, or otherworldly essence.

Senses: Spirit Outsiders have no conventional physical senses. They have Blindsense 15 feet (Strong Magnitude), an unseen, otherworldly awareness of their surroundings.

Subtypes

  • Celestial: defined by radiance, judgment, mercy, wrath and higher purpose.
  • Infernal: defined by domination, contracts, punishment, flame and cruel order.
  • Abyssal: defined by hunger, savagery, chaos, corruption and destructive impulse.
  • Void-Born: defined by distance, silence, cold stars, emptiness and alien cosmic force.
  • Spirit: defined by immaterial presence, omens, passage, memory and unseen guidance (see Senses).
  • Heraldic: defined by messages, decrees, duty and supernatural authority.
  • Tempting: defined by desire, bargains, seduction, false promises and the price of a soul.
  • Exile / Wanderer: defined by displacement, broken allegiance, hidden purpose and a fractured nature.

Traits & Maneuvers

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

Celestial Radiance (Celestial)

Outsider, Trigger · Passive

Once per turn, when it hits with an attack that had at least 1 Advantage, it deals an extra Weak radiant damage.

Crafting tags: Essence Vitality; Ingredients none.

Infernal Brand (Infernal)

Outsider, Maneuver, Concentration · 1 AP

1 visible enemy within Close must succeed a Charisma save against this creature's action check or be Branded while it concentrates (up to 3 rounds). The Branded target's next save against it suffers 1 Disadvantage (Average Step), then the brand ends.

Crafting tags: Essence Fire; Ingredients none.

Abyssal Hunger (Abyssal)

Outsider, Passive · Passive

Once per round, a check it makes that targets a Bloodied creature gains 1 Advantage (Average Step).

Crafting tags: Essence Blood; Ingredients none.

Void Passage (Void-Born)

Outsider, Reaction, Recharge · Reaction (1 RP)

Trigger: It fails a save against an effect that would pin, trap, bind, contain or move it.

It rerolls the failed save with Fortune. On a success it may move up to half its Speed through occupied spaces and gaps one size smaller (Average Step), ending in a legal space.

Crafting tags: Essence Space; Ingredients none.

Spirit Form (Spirit)

Outsider, Passive · Passive

Lacks physical senses (Blindsense 15 feet, Strong Magnitude). Ignores difficult terrain and moves through occupied spaces. When a corporeal physical attack or action would hit it and the check result is odd, it fails. Ghost-touch bypasses this.

Crafting tags: Essence Spirit; Ingredients none.

Herald's Decree (Heraldic)

Outsider, Maneuver, Concentration · 1 AP

1 creature within Near (Weak Step targets) that understands it must succeed a Charisma save against this creature's action check or fall under its Decree while it concentrates (up to 3 rounds), suffering 1 Disadvantage (Average Step) on checks that target or oppose the herald.

Crafting tags: Essence Mind, Ward; Ingredients none.

Tempting Offer (Tempting)

Outsider, Maneuver, Recharge · 1 AP

1 creature within Near (Average Step targets) that understands it must succeed a Charisma save against this creature's action check or become Taken In 1 (Average Step).

Crafting tags: Essence Mind; Ingredients none.

Unstable Passage (Exile / Wanderer)

Outsider, Passive · Passive

Once per turn, after passing through an occupied space or solid object, its Speed increases by 10 feet (Average Magnitude) until the end of its turn. It can pass through both but can't end inside either.

Crafting tags: Essence Space, Motion; Ingredients none.