Broken Ones
Broken Ones CR: 3
STR
14 +2
DEX
12 +1
CON
13 +1
INT
9 -1
WIS
10 +0
CHA
7 -2
Regeneration. Most broken ones heal quickly, and regenerate 1d6 hit points at the start of their turn unless already reduced to 0 hit points. Stronger. Most of the broken ones have greater strength than a normal human, so always have an extra +5 on all attack damage. This is included in their attacks below, and mentioned here if the broken one is using a weapon. Greater Broken One. On rare occasions a Greater Broken One is leading a troop of broken ones. In this case, the Greater Broken One has +1 to hit point regeneration, and +1 to all attack damage doing +6 instead of +5.
Actions
Multiattack. The broken one makes two attacks with their natural weapons, or one with a natural weapon and one with a weapon if they have access to one. The attacks below depend on what creature is mixed into the broken one's anatomy (choose one before combat): Bite. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 12 [roll:2d6+5} piercing damage. Claw. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 12 2d6+5 slashing damage. Hooves. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 12 2d6+5 bludgeoning damage. Horns. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 8 1d6+5 bludgeoning damage. Stinger Tail. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 8 1d6+5 piercing damage, plus 7 2d6 poison damage. Poisonous Bite. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 12 2d6+5 piercing damage, plus 7 2d6 poison damage.
Suggested Environments
Demiplanes of Dread, deep forests, secluded regions.
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