Broken Ones

thawn.jpg
3.5 Use Meenlock (MM2pg146) and meenlock shaman

Path:
Broken Ones
CR:3 monstrous Humanoid/ underground/ Any
Alignment: CE / Size: small
Initiative: + 5 Senses: sight, dark vision 120’ perception + 9
Defenses:
AC:16 (+ 5 dex,+ 1 size),Touch:16 ,Flat footed: 11
HP: 16 (4d10- 4 hd)
Saves: Fort + 0 /Ref + 9/Will + 6
Defensive abilities: dimension door, telepathy,
Offence:
Speed: 20’
Melee: claws melee + 3 (1d4- 1 + poison)
Special Attacks: poison, mind rend
Spell like Abilities: hold person
Statics:
Abilities: Str:8 Dex:20 Con:8 Int:10 Wis:14 Cha:6
Base Att: + 4 CMB: + 9 CMD: 17
Feats: Agile maneuvers, Skill focus (stealth)
Skills: points:16 Intimidate + 4, perception + 9, sense motive + 8, stealth + 14, survival + 8
Languages: none, telepathic
Ecology
Environment: underground
Organization: gang 3- 4 or group 5- 10 or clan 11- 50
Treasure: standard
Description: These hideous creatures are the remnants of adventurers, and cave dwellers that were captured by other broken ones and transformed in a gruesome process that is part ritual and part torture. Whatever they were in their other lives has long been forgotten. Their bones are twisted and their flesh has been recreated into a mockery of normal life. They even stitch strange arcane symbols all over the body with a weird phosphorescent mushroom fiber that grows into their flesh.
The Broken ones specialize is sneaking up on their victims, often waiting for them to be distracted by other monsters and kidnap a single victim, seeking to take them back to their lair and transform them into another Broken one. Broken ones always travel in groups of at least 3 but often congregate in much larger numbers. They are cowards and if discovered or attacked they quickly run away with their dimension door ability.
Special Abilities Descriptions:
Poison: Type: injury, Save: Fort DC:14, onset: 1 round, frequency: 1/round 4 rounds, effect: 1d4 wis dam, Cure: 1 save
Hold person: Broken ones can use hold person at will (DC:13) as a standard action
Dimension door: Broken ones can teleport up to 60’ as a move action.
Telepathy: Broken ones have no language instead they stay in contact with each other through telepathy almost constantly. The can communicate with other broken ones within 500’ of each other. They also use their telepathy to “see” where their prey is through their own eyes.
Mind rend: once a round as a standard action broken ones can attempt to mind rend their prey within 30’. This is a DC:16 will save. Failure means the Broken one reaches into their mind and implants a horrific vision of some form. There are three levels of effects, at level 1 there is no damage at level 2 they take 1 pt of wisdom damage and level 3 they take 1d4 wisdom damage per failed save. It takes 3 fails at each level to increase the effect to the next level. Effects of Broken ones
Transformation ritual: Any one captured by the Broken ones will immediately be taken to their lair to undergo their transformation ritual. This ritual takes 3 days and once completed is irreversible. It takes the constant supervision of at least 3 Broken ones to perform the ritual. Victims rescued part way through the ritual are found to have only 1 Constitution and 1 wisdom point and 1 hit point. They will be in a coma state until healed up to at least 3 con and wis. This damage heals normally. Beings that are above 5HD at the time of transformation become shaman and take class levels in druid, or cleric.

Broken Ones Shaman
CR:3 monstrous Humanoid/ underground/ Any
Alignment: CE / Size: small
Initiative: + 5 Senses: sight, dark vision 120’ perception + 12
Defenses:
AC:16 (+ 5 dex,+ 1 size),Touch:16 ,Flat footed: 11
HP: 24 (4d10+ 1d8 hd)
Saves: Fort + 2 /Ref + 9/Will + 8
Defensive abilities: dimension door, telepathy, nature bond, nature sense, wild empathy
Offence:
Speed: 20’
Melee: claws melee + 3 (1d4- 1 + poison)
Special Attacks: poison, mind rend
Spell like Abilities: hold person
Spells per day:3:0th,1:1st
Spells: 0th: stabilize, flare, guidance, 1st: entangle
Statics:
Abilities: Str:8 Dex:20 Con:10 Int:12 Wis:16 Cha:6
Base Att: + 4 CMB: + 9 CMD: 17
Feats: Agile maneuvers, Skill focus (stealth)
Skills: points:25 Acrobatics+ 12, Intimidate + 6, perception + 12, sense motive + 9, stealth + 14, survival + 10
Languages: none, telepathic

Broken Ones

The Kingdom of Daytar Leamay KrisW