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Broken One: Medium Aberration

A broken one is a medium aberration created when living creatures are forcibly combined. It is misshapen and understands languages from its component creatures but can only speak limitedly. In combat, a broken one rushes in without regard for its safety and possesses two of the following abilities: great arms to grab with slams, inhuman strength, damage reduction, a fluid body that can squeeze through any opening accessible to water, an extra limb for an additional attack, or the ability to frenzy for enhanced strength and constitution with a penalty to armor class until it or its foes are defeated.

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0% found this document useful (0 votes)
20 views2 pages

Broken One: Medium Aberration

A broken one is a medium aberration created when living creatures are forcibly combined. It is misshapen and understands languages from its component creatures but can only speak limitedly. In combat, a broken one rushes in without regard for its safety and possesses two of the following abilities: great arms to grab with slams, inhuman strength, damage reduction, a fluid body that can squeeze through any opening accessible to water, an extra limb for an additional attack, or the ability to frenzy for enhanced strength and constitution with a penalty to armor class until it or its foes are defeated.

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panmrkef
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Broken One

Medium Aberration
Hit Dice 3d8+15 (28 hp) Advance 4-6 HD (M), 7-9 HD (L)
Initiative-1 (Dex) ment
Speed 20 ft Broken, misshapen creature that
AC 15 (-1 Dex, +6 natural) resembles a forced combination of
Attacks 2 slams +5 melee different creatures. Understands all
Damage Slam 1d4+3 languages they knew in former life (if
Face/Rch 5x5 / 5ft any), but only speak in limited capacity.
SA See below Broken ones created from animals often
SQ See below speak creator’s language.
COMBAT:
Saves Fort +5, Ref +0, Wil +5
Rush into combat without regard for own
Abilities Str 16, Dex 8, Con 18, Int 6,
safety. Each broken one is unique,
Wis 14, Cha 10
possessing 2 of the following:
Skills Spot +5, listen +5, hide +4,
1. Great Arms (Ex): Gives Improved
climb +8
Grab with slam
Feats Toughness 2. Inhuman Strength (Ex): +4
Climate Any land or underground Strength
Organizat Solitary, gang (2-5) or pack 3. Damage Reduction (Su): DR 10 /
ion (6-11) +1
CR 3 4. Fluid Body (Su): soft and rubbery,
Treasure Standard and can flow around different
Alignmen Usually NE objects like water. It can fit
t though any crack or opening, so
long as it is accessible by water
as well.
5. Extra Limb (Ex): An additional slam
attack as well as the Multi-attack
feat.
6. Frenzy (Ex): Once per day, it can
Rage, giving it a +2
enhancement to Strength and
Consitution, and a –2 AC penalty.
It remains in a frenzy until it or
its opponents are dead.

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