| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 24 | +7 | +14 |
| CON | 26 | +8 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +11 |
| WIS | 22 | +6 | +13 |
| CHA | 16 | +3 | +3 |
Deadeye Hunter. The Outlaw ignores half cover and three-quarters cover when making ranged attacks.
Mark for Capture. As a bonus action, The Outlaw marks one creature it can see within 120 feet. Until the mark ends, The Outlaw always knows the direction of the target while on the same plane of existence, and its ranged attacks against the target deal an extra 10 (3d6) force damage.
The mark lasts until the target dies or The Outlaw marks another creature.
Mechanical Precision. The Outlaw scores a critical hit on a roll of 19 or 20.
Relentless Tracker. The Outlaw has advantage on Wisdom (Survival) checks made to track creatures and can track creatures across stone, metal, urban terrain, or through heavy rain without penalty.
Unusual Nature. The Outlaw doesn’t require air, food, drink, or sleep.
Multiattack. The Outlaw makes four Revolver attacks or two Arcblade attacks.
Revolver. Ranged Attack Roll: +12 to hit, range 150/600 ft. Hit: 22 (3d10 + 6) piercing damage plus 10 (3d6) force damage. If the target is The Outlaw’s Mark for Capture target, the attack deals an additional 7 (2d6) lightning damage.
Arcblade. Melee Attack Roll: +12 to hit, reach 5 ft. Hit: 24 (4d8 + 6) slashing damage plus 9 (2d8) lightning damage.
Suppressive Barrage (Recharge 5–6). The Outlaw unleashes a storm of arcane gunfire in a 60-foot cone. Each creature in the area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) force damage and has its speed reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage.
Execution Round (1/Day). The Outlaw fires a single impossibly dense arcane round at one creature it can see within 300 feet. The target must make a DC 21 Dexterity saving throw. On a failed save, the target takes 88 (16d10) force damage. If this damage reduces the target below 50 hit points, the target is reduced to 0 hit points instantly. On a successful save, the target takes half damage.
Quickdraw. The Outlaw moves up to half its speed and makes one Revolver attack.
Deflect Shot. When hit by a ranged attack, The Outlaw reduces the damage by 21 (3d10 + 5).
Return Fire. When a creature misses The Outlaw with a ranged attack, The Outlaw makes one Revolver attack against that creature.
The Outlaw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Outlaw regains spent legendary actions at the start of its turn.
Detect. The Outlaw makes a Wisdom (Perception) check.
Revolver Shot. The Outlaw makes one Revolver attack.
Relocation (Costs 2 Actions). The Outlaw moves up to its speed without provoking opportunity attacks.
Magnetic Snare (Costs 2 Actions). One creature wearing metal armor or carrying a metal weapon within 60 feet must succeed on a DC 21 Strength saving throw or be pulled up to 20 feet toward The Outlaw and have the Restrained condition until the end of its next turn.
No Escape (Costs 3 Actions). The Outlaw immediately uses Quickdraw and makes two Revolver attacks against its Mark for Capture target.
Description
The Outlaw is a towering construct gunslinger forged from blackened steel, weathered brass, and ancient arcane machinery. Though humanoid in shape, there is nothing truly human left within its frame.
Its body is skeletal and mechanical:
- exposed pistons flex beneath torn leather
- gears grind softly beneath reinforced plating
- and faint red runes glow from inside its chest cavity like a dying furnace
A long, tattered duster hangs from its shoulders, stained by ash, rain, gunpowder, and decades of wandering. Beneath its cracked hat rests a metal face concealed behind a respirator-like mask, its pale glowing eyes shining through darkness like ghost lanterns.
Every movement is unnervingly smooth.
It walks with the calm confidence of something that has already calculated exactly how every fight will end.
The Outlaw’s revolver appears ancient yet impossibly advanced:
a weapon etched with arcane sigils and worn smooth from centuries of use. Witnesses claim the gun never jams, never misses, and never runs out of ammunition so long as its target still lives.
Its presence changes entire towns.
Conversations stop when it enters.
Doors lock.
Curtains close.
Even hardened criminals avoid making eye contact with it.
Not because it is cruel—
but because everyone knows:
if The Outlaw has arrived, someone nearby has already been sentenced.
🌩️ Origins
No one truly knows who built The Outlaw.
The oldest surviving records describe a construct bounty hunter wandering shattered frontier kingdoms long before many modern nations existed. Some scholars believe it was originally created during an ancient mage war as a self-sufficient hunter designed to track rogue spellcasters across lawless territories.
Others believe something stranger:
that The Outlaw was never built by mortals at all.
Certain artificers insist its internal mechanisms resemble no known design:
- gears moving without friction
- arcane cores powered without fuel
- impossible self-repair systems
- and memory engravings written in forgotten binary glyphs
Some even claim the construct slowly upgrades itself over centuries by scavenging weapons and technology from fallen civilizations.
No two sightings centuries apart ever describe it looking exactly the same.
Only the eyes remain unchanged.
💰 The Eternal Bounty Hunter
The Outlaw exists for pursuit.
It does not rule.
It does not conquer.
It does not kill randomly.
Instead, it accepts contracts.
For enough coin, information, or magical payment, The Outlaw will hunt:
- fugitives
- assassins
- rogue mages
- monsters
- warlords
- escaped devils
- corrupted nobles
- or even dragons
Once a contract is accepted, it becomes nearly impossible to escape.
The Outlaw does not tire.
Does not sleep.
Does not forget.
It can track targets across:
- deserts
- oceans
- magical wastelands
- frozen kingdoms
- and even planar boundaries
Many who survive encounters with it report the same terrifying realization:
“It was never chasing fast. It simply knew I could not escape forever.”
⚔️ Reputation
The Outlaw’s reputation differs wildly depending on who tells the story.
To criminals, it is:
- a nightmare
- a ghost story
- the last sound before death
To frontier settlements, it is often viewed as a grim protector:
a monster that hunts worse monsters.
Some towns secretly leave offerings for it:
- ammunition
- repair tools
- enchanted metal
- old bounty notices
In return, bandits and raiders sometimes disappear overnight.
No one ever sees The Outlaw collect payment directly.
It simply arrives…
completes the contract…
and vanishes again into the wasteland.
🏜️ Ecology & Behavior
Despite being a construct, The Outlaw behaves almost like a solitary apex predator.
It avoids large cities and prefers:
- ruined frontier towns
- abandoned railways
- dead mining settlements
- desert roads
- storm-wracked badlands
It rarely stays in one place longer than necessary.
When inactive, it stands motionless for hours or even days in forgotten structures while silently monitoring its surroundings.
It maintains its own equipment obsessively:
- cleaning weapons
- replacing damaged components
- reforging ammunition
- stitching its coat
Some artificers believe this routine is the only remaining trace of personality left inside the machine.
🔥 Combat Style
Unlike reckless killers, The Outlaw fights with terrifying efficiency.
It prefers:
- distance
- precision
- intimidation
- mobility
- and calculated execution
It studies targets before attacking, often learning:
- routines
- weaknesses
- magical abilities
- escape routes
When combat begins, it becomes brutally relentless:
- firing impossible shots through cover
- repositioning constantly
- disabling escape
- isolating targets
- eliminating healers first
Its glowing eyes reportedly intensify moments before firing a killing shot.
⚖️ Morality
The Outlaw is not evil.
But it is not merciful either.
It follows contracts with machine-like neutrality.
If hired to capture someone alive, it will do so.
If hired to kill, it kills without hesitation.
However, there are strange reports suggesting it occasionally refuses contracts involving:
- children
- innocent settlements
- or obviously corrupt employers
No one knows why.
Some believe remnants of its original programming still survive beneath centuries of violence.
Others think the construct has slowly developed something dangerously close to a conscience.
🌑 Legends
Frontier folklore contains countless myths about The Outlaw:
- that it once hunted a lich for 43 years across multiple planes
- that it killed an entire thieves’ guild in one night without missing a shot
- that it cannot be bribed once a contract begins
- that its revolver contains bound souls
- that its glowing eyes are the only surviving parts of the original creator
One legend says:
“If you hear spurs in an empty town with no footsteps behind them… The Outlaw has already found you.”
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/12/2026 2:16:58 AM
|
12
|
0
|
--
|
Coming Soon
|
Comments