Regeneration. The Arisen regains 4 hit points at the start of its turn. If the Arisen takes force, necrotic, or radiant damage, this trait doesn't function at the start of the Arisen's next turn. The Arisen dies only if it starts its turn with 0 hit points and doesn't regenerate.
Outsider's Taint. Any creature without the Outsider's Taint that starts its turn within 5 ft. of the Arisen must make a DC 14 Constitution saving throw or be Poisoned until the end of its next turn.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Multiattack. The Arisen may make two claw attacks.
Those Left Behind. As an action the Arisen can attempt to charm any humanoid it knew in life. The target must pass a DC 13 Wisdom save or be charmed for 1 hour. The target consideres the Arisen to be a friend until the effect ends. If the Arisen takes any action that would be considered contrary to it's past self the target can make another DC 13 Wisdom save, passing this save ends the effect. Once a target has passed a Wisdom save against this ability it is immune to further uses of it, having seen through the Arisen's facade to the horror beneath.
Description
She looked like my Nera, she was my Nera, but not like she used to be. She wanted me to come to with her, to join her and the thing she served. I almost did, but I could smell the death on her, see where her skin didn't quite meet her bones, just a little off. It saved my life.
The Arisen of the God from Without are a truly horrible creation of the Outsider's effect on the Material and other Planes. The result of the Outsider stealing the souls of those who die within its sphere of influence and binding them directly with their bodies. The Arisen are an amalgamation of their physical self and newly twisted soul. Arisen aren't undead, although they may appear to be, and so aren't affected by Turn Undead or other effects. However they are vulnerable to the forces of life, death, and magic as they exist in our reality. Due to the fusing of body and soul an Arisen who is killed cannot be raised and its soul simply decays with the body, a truly horrible fate. The Arisen seek to feed the hunger of the Outsider by providing new souls and expanding its influence. They act as nodes for the Outsider's influence spreading its reach.
Regeneration The Arisen are fundamentally tied to a reality outside our own and draw power from the One From Without, slowly regenerating over time. However they are vulnerable to the forces underpinning our reality.
I just want to say I have been using your Outsider collection for 'One-Shots' and its spun into a whole mini campaign. I have added onto it here and there but tried to keep true to what you created. Just wanted to say thank you for the inspiration!
Wow, delighted to hear that! Thanks so much!