Broken One (5e Creature)
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Medium humanoid, neutral
Armor Class 14 (leather armor)
Senses passive Perception 11
Keen Smell. The broken one has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The broken one regains 3 hit points at the start of its turn if it has at least 1 hit point.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
These grotesque creatures are the tragic results of twisted magical or scientific experiments. Broken ones, also known as beast-men, are artificial hybrids of animals and humanoids and there is great variation between individuals. Broken ones are typically subservient and blend animal and human traits in their behaviour. While typically docile, they are prone to erratic emotions and sudden bursts of violence. Although it keeps the languages it knew before mutation it is not uncommon for the speech of a broken one to be heavily accented or slurred by the deformities of its body.
Are We Not Men? Broken ones tend to gather together in bands of between 10 and 60 individuals under the leadership of the mad magic user or doctor who created them. Since they seldom find acceptance in human societies, they seek out their own kind and dwell in secluded areas of dense woods, rocky wastes or on distant island far from the homes of men. From time to time they are ordered to attack a human village or caravan, either for supplies, in self-defense, or simply out of vengeance for real or imagined wrongs.
Lost Souls. Broken ones are unnatural combinations of men and beasts. Their individual diets and habits are largely dictated by their animal natures. Thus, a broken one who has cat-like characteristics would be carnivorous, while one infused with the traits of a horse would be vegetarian. There are no known examples of a broken one who has been formed with the essence of an intelligent non-humanoid creature. Broken ones do manufacture the items they need to survive. These are seldom of exceptional quality, however, and are of little or no interest to outsiders. Usually they are subservient to the law of their creator. Although if possible, they will try to overthrow him or her.
Broken ones come in a variety of shapes, with no two looking exactly alike. Each broken one gains one or two of the following traits or action options:
Bear Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. If the target is Medium or smaller they are grappled (escape DC 12).
Crab Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Wolf Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Amphibious. The broken one can breathe both air and water.
Climber. The broken one has a climbing speed of 20 feet.
Hard Shell. The broken one gains resistance to slashing damage.
Hold Breath. The broken one can hold its breath for 30 minutes.
Cat's Eyes. The broken one has darkvision out to a range of 60 feet.
Long Arms. The broken one’s reach with melee attacks increases by 5 feet.
Swift Legs. The broken one’s walking speed increases by 10 feet.
Swimmer. The broken one has a swimming speed of 40 feet.
Thick Hide. The broken one gains resistance to bludgeoning damage.
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