D&D Homebrew Races - Broken Ones / Mad Science Monsters
A homebrew collective race of twisted abominations and mad science experiments, for Dungeons & Dragons 3e/3.5; created by Aboleth Eye!
As always, though this homebrew was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye
Abominations of science and profane magics... Heresies made flesh... The Created... The creatures known as Broken Ones are varied in form and origin but they all share a commonality; they are unnatural life, aberrations of flesh from man and beast. And all are cursed to wander the earth ostracized from the humanity they were shaped by--abhorrent to the eye and frightful to the soul.
Broken Ones are a broad category of sapient creatures made from or augmented by multiple humanoid parts. They were initially labeled as "animal men", inspired by The Island of Doctor Moreau (1896 H.G. Wells), and were later expanded upon to include unique non-construct creatures--inspired by Frankenstein (1818 Mary Shelley). They were living science experiments, twisted by man's arrogant ambitions to transcend the limits of human form, create life where none should exist or meddling with powers beyond one's understanding...
They were originally created by tabletop game designer/writer William W. Connors (along with other contributors) for TSR Inc in 1991, in the Monstrous Compendium: Ravenloft (1991) sourcebook for Advanced Dungeons & Dragons (AD&D/2nd edition). The creatures within that sourcebook were eventually reprinted in Ravenloft Monstrous Compendium: Appendix I & II (1996). They were then expanded upon for 3rd edition D&D in the Denizens of Darkness (2002) sourcebook, created by Sword & Sorcery Studios (an imprint under White Wolf); later they were updated for 3.5 edition in the Denizens of Dread (2004) sourcebook.
"With how many things are we on the brink of becoming acquainted,
if cowardice or carelessness did not restrain our inquiries."
"Frankenstein; or, the Modern Prometheus" (1818)
Mary Shelley
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| Victor Frankenstein becoming disgusted at his creation (1831) Frontispiece steel graving illustration, 1831 edition of "Frankenstein" Through Wikimedia Commons Theodor von Holst (1810-1844) |
Origins & Physiology
Some are the creations of morally twisted scholars and mages. Their creations are born out of an arrogant desire to conquer death, reshape life to serve them or another similarly dangerous philosophy. They often keep their Broken One experiments around to serve them and guard their lands or dungeons, or toss them out into the wilder world as failures for others to deal with.
Others are the creation of foul curses and magic gone awry, reshaping flesh into new monstrous forms for the creatures to survive. Spellcasters can partake in forbidden rituals or use profane artifacts in search of power, and become warped in body and mind from their hubris. Or perhaps a person's final words as they die are so vengeful that the one who brought them pain is cursed to become a creature of scorn overnight...
And, rarely, the Mists of Ravenloft themselves create a Broken One. The Mists are an enigmatic elemental force of obscurity and dread, preying on the edges of time and space itself, pulling in entities and creatures from all realms into the Demiplane of Dread. Sometimes the Mists "reward" a mortal's willing moral downfall, reducing them to the wicked and misshapen beasts they are inside. Sometimes, due to the Mists' capability of obscuring the borders in time and space, multiple creatures drawn into the misty borders can be mistaken for one and emerge as a twisted accident...
While Broken Ones can be found anywhere on the Demiplane of Dread, certain designs (or subraces of these creatures) are more common in specific lands and among certain cultures.
The Core has had scientists and arcanists meddling in life since time immemorial. Many morticians and necromancers in Mordent, Dementlieu and other romantic domains create Grafted Broken Ones accidentally from human corpses; usually to repair a mangled corpse for burial or out of hope to create a vessel for a lost soul they cared for.
Alchemized are usually the result of Lamordian, Falkovnian or Darkonese scientists testing medicines or chemical weapons on unwilling subjects, seeking to “evolve” humanity to survive harsh conditions or conquer death.
Amalgamations have been common for some time, usually found in superstitious and magical domains like Tepest, Hazlan or Barovia where hedge wizards and hags create loyal servants out of animal parts. However, with the spread of the Markovian theories of bio-engineering, many more have been made as early experiments to create Beastborn.
And speaking of the Beastborn, the theory and creation of these pitiful creatures were originally isolated on the island jungle of Markovia. The methodology and theory of "ascending beasts" is the creation of the mysterious Doctor Frantisek Markov. Only recently the mad doctor's methods to forcibly "enlighten" animals into a new form of humanity have begun to spread across the demiplane due to the colonies forming on the jungle island of twisted beasts.
Regardless of which Twisted Origin these creatures come from, they share certain traits in their construction and biology. All Broken Ones are not organically made, and they are unable to reproduce through any means. Many begin with a base creature's anatomy--their skeletal frame, organs, etc.--but there seems to be no limitation in how the creature's physical makeup and internal systems can be arranged.
For the Grafted and Amalgamated variety of Broken One, they are both formed from a base specimen having additional limbs, skeletal sections and organs added onto them (or used as replacements for missing parts). They begin as individual chunks of animal or human flesh, and are stitched together and subjected to forces like lightning or the Mists to bring them to life. Additional limbs are able to be animated where normal biology would not allow. Sensory organs from different specimens work in tandem with one another. Multiples of the same organ (such as hearts, lungs and more) can be included within one singular creature's construction without rejection or interference. Parts from entirely different specimens, such as giants, monstrous humanoids, as well as animals and magical beasts, can work together through unknown means.
The major difference between a Grafted and Amalgamated Broken One is in which majority of parts are humanoid and similar or bestial. A Grafted could be a singular human corpse with the limbs and organs of giants and monstrous humanoids sewn on. Or perhaps they are completely cobbled together from individual parts--even organs, brains and heads can be spliced together with two or more contributing specimens. Grafted can include parts from animals such as panther paws, eagle's eyes and more; but their construction is intended to stand upright and be seen as a facsimile of a person.
Meanwhile, an Amalgamated was never intended by its creator to be its equal or better. They are literal combinations of animal and magical beast parts, all stitched together on one bestial frame. Humanoid parts can be included, horrifically enough. One Amalagamated Broken One could have the torso of a dog but the head of a human and teeth back legs of a bird of prey. Another could be a singular animal with a humanoid brain implanted within its skull and humanoid hands where paws and claws should be. They are remarkably intelligent considering they were primarily made of animal parts, but their design is meant to be a creature first, not a person.
Speaking of animal-based Broken Ones, we must now differentiate the Amalgamated from the Beastborn. Beastborn are a type of Broken One where the original base specimen is meant to retain almost all of its anatomy. Their creators, however, seek to create an evolved, more "instinctually pure" version of humanity; and thus these simple beasts are subjected to torturous experiments to force that evolution. Skeletons are broken down and rebuilt into standing upright on two legs (or adding such legs onto creatures without). Brains are forcibly expanded into understanding ideas and thoughts beyond simple creature impulses--usually through electric shock or splicing in foreign brain matter. Rarely a Beastborn is made from multiple specimens, but the taxonomy of the creatures are typically close together. For instance, a canid-based Beastborn might have parts from multiple breeds of dog, and many include parts from similar creatures like wolves or foxes. What results is a creature forced out of its niche in the natural order, burdened by expectations and intellect such beasts were never meant to carry.
While the Alchemized may seem like outliers compared to other Broken Ones, they are also unnatural creatures born of hubris and dangerous experimentation. They are typically not as spliced or stitched-together as other Broken Ones, though often they were subjected to surgical procedures done to their internal organs to amplify, change or remove their biological functions. They are meant to be a product of experimental alchemy, arcane and chemical processes; something that can be replicated again and again to evolve humanity into fitting a niche or surviving dangerous climes. However, they are just as abhorrent internally and externally as any other Broken One. Unstable potions and biochemical concoctions injected into cadavers or captive humans result in discolored discolored flesh, extreme growth of skeletal and other internal systems, and their composition infused with dangerous unstable compounds. Organs, bone and muscle are mutated beyond human limits; resulting in abominations just as lopsided and malformed with extra limbs and organs. However, the Alchemized suffer from unique changes in physical density, humors and flesh composition that they are considered no longer human. Some Alchemized experiments result in flesh resembling stone, metal or other crystalline in large patches or even entire limbs. Others appear to be able to change from solid to liquid at a moment's notice, able to flow through tiny holes and sewer drains and then reform on the other side. Some Alchemized find certain humors of their changed bodies now produce acidic or icily corrosive liquid from tearducts or open veins--pumped through their bodies by mutated organs and bone marrow.
As stated above, however, some Broken Ones come about in atypical ways compared to most of their kind. Not every Grafted comes from a mad scientists failing to make golems. Magic is a potent and unpredictable force, and in the realm of Ravenloft there lies untapped power in curses and obsessive emotions...
Perhaps a potion made from an ancient, mistranslated recipe turns its imbiber into a half-human serpent abomination similar to a Beastborn?
A traveler through the Mists of Ravenloft becomes so obsessed fleeing their abusive home that the elemental force infuses their crystallizes their body into something unrecognizable, an Alchemized Broken One?
An explosion destroys an unstable weapons factory and all its victims' bodies fuse together into one terrible Grafted out for revenge?
A young maiden refuses to marry an evil wizard and he his bestowed magical curse fails partway, accidentally splicing the girl with a hideous dire toad as an Amalgamated?
A stalker uses illusion magic to transform themselves into their target's ideal match, only to become unable to change from halfway... A boy is convinced their family pet is their long-lost father reincarnated, and the father's soul is dragged from eternal rest and their features become spliced into the poor animal from their obsession...
The possibilities are endless in how the Broken One manifests their aberrant traits.
Broken Ones are all considered Aberrations, regardless of their origins and their creator's intentions. Their bodies are always extremely tough and hardy; they require food, water and sleep like any other living creature but their metabolisms allow them to digest dangerous or toxic organic materials, as well as survive extreme climates without harm. Some Broken Ones can even survive great physical trauma, mundane weapons shattering or bouncing off on contact, or even flesh reknitting instantly upon simple wounds.
Their mismatched, augmented organs allow them to see in perfect darkness as well. (Some believe that these creatures can see this well due to their anatomy allowing non-typical sensory organs like skin or fingers to perceive and send information to their brains; but that has yet to be confirmed.)
Many Broken Ones are confused for golems, but they are indeed living creatures. This can take construct hunters by surprise, for they are far more cunning and strategic than simple reanimated flesh. For they can be healed by magics constructs cannot do, and they can be revived through dark divine magics as well...
It is currently unknown if Broken Ones are capable of aging. Their unique biological structure, often augmented by unknown or unstable bio-magical energies seem to maintain the physical peak set by their creation. Perhaps they are trapped in their physical state by malevolent entities or forces, becoming creatures that prowl the night and bring terror to humanity as uncanny dangers?
Psychology and Personality
Most Broken Ones awaken to their new tortured life as mere infants mentally. Their consciousnesses are usually equated to a newborn child's, often struggling with lessons such as understanding pain, empathy or human standards of morality. They are creatures driven by impulse and passions, and with their enhanced strength and durability that makes them extremely dangerous if angered or frightened.Some Broken Ones, however, awaken with frightful levels of intelligence. Perhaps a Grafted's donated brain came from a genius unbeknownst to its creator, and the creature understands exactly how morally and scientifically profane they are? Or perhaps a creature's soul (or parts of their specimens' multiple souls) inhabits part of their consciousness? It is extremely hard to say. But regardless of intellect, they are usually prone to bouts of rage--and if directed by instincts against their creators, heaven help those hubristic psychopaths.
Broken Ones usually despise all other creatures. Humanoid settlements and cultures revile them as abominations at best, or potential slaves for their purposes at worst. Many of these aberrations struggle to understand or return to humanoid-centric ideals. Their physical deformities and muddied minds make them envious of the beautiful and smart. Rage and fear overwhelm these creatures, and they have few qualms about holding back from destroying those they envy. Some Broken Ones have foggy memories of lives before becoming their current selves; and they may do any act (no matter how terrible or taboo) to reclaim it.
They especially hate humanoids that make broken ones, golems and other abominations. These arrogant creators and psychopaths remind them that their existence was done to them by such people. Broken Ones have no love for their own kind usually, but some find solidarity with others of their same subtype. Broken Ones born of the same theories or creator do often join together to take down these foul creators, but their rough natures and struggles with identity often compel them to fight or reject one another. They are incapable of seeing someone with their lot in life better; though they all are freaks of nature, every Broken One sees what they lack in others of their type.
Many Broken Ones are loyal to their masters, becoming their defenders and servants. Others undertake lifelong quests to understand their origins--usually awakening long after their creator abandoned them or if they are formed by an unnatural source. They wander the Demiplane of Dread, searching for a place to belong.
Martial classes like Barbarian and Fighter are a perfect fit for most Broken Ones. Their extremely augmented physical states (and usually low Intelligence) make fighting headfirst with melee strikes an appealing option to these simple creatures. A few take on tactical classes like Rogue or Ranger, though these Broken Ones struggle to resist brute force as their first solution to every problem.
Broken Ones are not usually religious, philosophical or enamored by the natural world. They often reject doctrines that give purpose to humanity and have no place for abominations such as them. It is extremely unlikely that any Broken One, unless they have convictions and memories of such paths, will take levels in Cleric or Druid or other divine classes. Many struggle to have a strong will of their own, and the gods typically do not
Wizardry and higher learning are usually rejected by these creatures. They usually go out of their way to harm those types of people, since ambitious and educated peoples often create more Broken Ones for malevolent purposes. However, some Broken Ones obtain the ability to dabble in sorcery due to their unnatural and often elemental origins. These types of Broken Ones usually focus on improving their capabilities through transmutation magic--hoping to one day become human at at cost. Or, they use illusions and enchantments to infiltrate humanoid settlements and society to weaken and rule over humans...
Broken One Racial Traits
No matter what subrace and origins, all Broken Ones have the following base racial traits. Their subrace below (see Twisted Origins Subraces and Strange Design below) determines racial bonuses to ability scores, modes of locomotion and extra abilities.
- Creature Type: All Broken Ones are Aberrations of either Small or Medium size, and either have the humanoid or animal subtype; all depending on their Twisted Origins.
- Base Racial Ability Scores: see Twisted Origins below
- Racial Hit Dice: 3d8
- Racial BAB: +2
- Racial Base Saves: Fort +1, Ref +1, Will +3
- Feats: two feats (usually Multiattack)
- Racial Skills: Climb, Hide, Listen, Spot
- Racial Skill Points: (2 + Intelligence modifier [minimum 1]) x 6
- Base Land Speed: 20 feet
- Natural Armor: +6; see Twisted Origins for exceptions
- Racial Proficiencies: Except for the Amalgamated subrace (see below), all Broken Ones are proficient with simple weapons. All Broken Ones do not begin with proficiency with armor or shields of any kind.
- Special Attacks/Abilities: see Twisted Origins below
- Special Qualities:
- Darkvision 60 feet
- Twisted Origins: At 1st Hit Dice, a Broken One’s specific form is set upon their creation from one of the following subraces: Alchemized, Amalgamated, Beastborn or Grafted. Their Twisted Origin grants specific racial ability bonuses, natural weapons and choices for special abilities and qualities. See Strange Design for each Twisted Origin subrace below.
- Skills*: A Broken One has a -6 racial penalty to Bluff, Diplomacy and Gather Information skill checks against humanoids and animals, and a +6 racial bonus to Intimidate checks. Against monstrous humanoids, giants and magical beasts, the penalty and bonus are instead reduced to 3 on the applicable checks.
- An Amalgamated or Beastborn Broken One does not suffer the racial penalty to these Charisma-based skill checks with animals affected by their speak with animals ability (see below).
- Editor's Note: *This is an attempt to replicate the Outcast Rating system's effect from the 3e/3.5 edition Ravenloft campaign setting into other settings.
- Automatic Languages: Common (or any one domain language in Ravenloft); see Twisted Origins for exceptions
- Bonus Languages: Any (except secret languages, like Druidic).
- Favored Class: Barbarian
- Alignment: usually neutral evil
- Level Adjustment: +3
- ECL: 6+
Twisted Origins - Subraces:
- Alchemized are Medium size Aberrations with the humanoid subtype.
- Base Racial Ability Scores: Strength +6, Dexterity -2, Constitution +8, Intelligence -2 (minimum 3), Wisdom -2
- Base Land Speed: 20 feet
- Natural Armor: +6
- Natural Attacks: 2 slams (1d4 + Strength modifier) the Broken One can make two slam attacks as a full-attack action at their highest BAB.
- Strange Design: At 1st Hit Dice, the Broken One has two of the following traits:
- Damage Reduction (Su): The hide of a Broken One is mystically toughened, granting it 10/magic.
- Energy Resistance (Ex): The Alchemized has Resistance 10 against two of the following energy types: acid, cold, electric or fire. Additionally, they gain Vulnerability to a single energy type not chosen.
- Fluid Body (Su): The Alchemized’s body is soft and rubbery like clay. It can flatten its body to crawl and flow around different objects like water, allowing it to fit through any crack or opening so long as it is accessible by liquids as well. Additionally, this grants the Alchemized a +8 bonus to Escape Artist checks to escape tied bonds, manacles and grapple checks.
- Frenzy (Ex): The Broken One can go into a frenzy once per day, gaining a +2 enhancement bonus to Strength and Constitution, as well as a -2 penalty to Armor Class. It remains in this frenzy until it or its last opponent is dead. This is similar to a 1st-level barbarian’s rage ability; if they receive barbarian levels they instead gain an additional daily use of barbarian rage.
- Stretchy Limbs (Ex): The Alchemized’s limbs are elongated and flexible like vines, allowing them to attack creatures with as if their reach is 10 feet.
- Unstable Biology (Ex): The slam attack of an Alchemized Broken One inflicts an additional +1d4 damage of a single energy type on a successful attack roll (either acid, cold, electric or fire; chosen at 1st Hit Dice).
- Amalgamations are Small size Aberrations with the animal subtype.
- Base Racial Ability Scores: Strength +2, Dexterity +2, Constitution +6, Intelligence -4 (minimum 3)
- Base Land Speed: 30 feet
- Natural Armor: +5
- Natural Attacks: At 1st Hit Dice, an Amalgamation has one of the following natural weapon arrays.
- A single gore or headbutt attack (1d6 + 1 ½ Strength dmg)
- A single bite (1d4 + Strength dmg) and a secondary slam (1d3 + ½ Strength dmg)
- Two claw attacks (1d4 + Strength dmg); the Broken One can make two claw attacks as a full-attack action at their highest BAB.
- Two slam or hoof attacks (1d4 + Strength dmg); the Broken One can make two slam/hoof attacks as a full-attack action at their highest base attack bonus.
- Strange Design: Amalgamated Broken Ones cannot benefit from holding shields when on four legs. They require armor that is made for animals or mounts (such as barding). At 1st Hit Dice, the Amalgamation gains two of the following traits:
- Animal Movement (Ex): The Amalgamation gains an additional racial movement type (and a special bonus) from the following options.
- Burrow Speed equal to half their base land speed; the creature gains tremorsense with 15 feet range while buried, limited to 5 feet when not buried (so long as they are in contact with the ground).
- Climb Speed equal to their base land speed; the creature can use Strength or Dexterity for Climb checks and gains a +6 racial bonus to Climb checks.
- Four Legged Speed; the Broken One's base land speed increases by +20 feet and gains an additional +1 competence bonus to AC if they move more than 10 feet while on all fours. On all fours the Broken One can use its natural attacks but not held weapons or shields in combat. A Broken One can switch between standing on two legs and on four legs only once per turn as a swift action.
- Fly Speed (poor maneuverability) equal to half their base land speed; additionally they gain a +6 racial bonus to Jump checks.
- Swim Speed equal to their base land speed; the creature can take 10 on Swim checks even while threatened or distracted. They can also hold their breath for a number of rounds equal to three times their Constitution score before risking drowning; but cannot hold their breath from gases and other inhaled dangers.
- Damage Reduction (Su): The hide of a Broken One is mystically toughened, granting it 10/magic.
- Frenzy (Ex): The Broken One can go into a frenzy once per day, gaining a +2 enhancement bonus to Strength and Constitution, as well as a -2 penalty to Armor Class. It remains in this frenzy until it or its last opponent is dead. This is similar to a 1st-level barbarian’s rage ability; if they receive barbarian levels they instead gain an additional daily use of barbarian rage.
- Improved Grab (Ex): This Broken One’s limbs are disproportionately massive. This helps the creature throttle its opponents. To use this ability, the Broken One must hit with a slam or claw weapon attack.
- Special: Amalgamations can communicate with a single type of animal (such as felines, canids, apes, birds of prey, etc.) They have a constant speak with animals effect with the chosen animal type, and similar species to it (CL 3rd). This chosen animal type cannot be changed.
- Additionally, the Amalgamated Broken One does not suffer the normal racial penalty to Charisma-based skill checks against animals of their chosen type or species above.
- Beastborn Broken Ones are Medium size Aberrations with the humanoid subtype.
- Base Racial Ability Scores: Strength +4, Constitution +6, Intelligence -4 (minimum 3), Wisdom +2
- Speed: base land speed 20 feet.
- Natural Armor: +4
- Natural Attacks: At 1st Hit Dice, a Beastborn has one of the following natural weapon arrays.
- A single gore or headbutt attack (1d8 + 1 ½ Strength dmg)
- A single bite (1d6 + Strength dmg) and a secondary slam (1d4+ ½ Strength dmg)
- Two claw attacks (1d6 + Strength dmg); the Broken One can make two claw attacks as a full-attack action at their highest BAB.
- Two slam or hoof attacks (1d4 + Strength dmg); the Broken One can make two slam/hoof attacks as a full-attack action at their highest BAB.
- Strange Design: At 1st Hit Dice, the Beastborn Broken One has two of the following traits:
- Animal Movement (Ex): The Beastborn gains an additional racial movement type (and a special bonus) from the following options.
- Burrow Speed equal to half their base land speed; the creature gains tremorsense with 15 feet range while buried, limited to 5 feet when not buried (so long as they are in contact with the ground).
- Climb Speed equal to their base land speed; the creature can use Strength or Dexterity for Climb checks and gains a +6 racial bonus to Climb checks.
- Four Legged Speed; the Broken One's base land speed increases by +20 feet and gains an additional +1 competence bonus to AC if they move more than 10 feet while on all fours. On all fours the Broken One can use its natural attacks but not held weapons or shields in combat. A Broken One can switch between standing on two legs and on four legs only once per turn as a swift action.
- Fly Speed (poor maneuverability) equal to half their base land speed; additionally they gain a +6 racial bonus to Jump checks.
- Swim Speed equal to their base land speed; the creature can take 10 on Swim checks even while threatened or distracted. They can also hold their breath for a number of rounds equal to three times their Constitution score before risking drowning; but cannot hold their breath from gases and other inhaled dangers.
- Damage Reduction (Su): The hide of a Broken One is mystically toughened, granting it 10/magic.
- Frenzy (Ex): The Broken One can go into a frenzy once per day, gaining a +2 enhancement bonus to Strength and Constitution, as well as a -2 penalty to Armor Class. It remains in this frenzy until it or its last opponent is dead. This is similar to a 1st-level barbarian’s rage ability; if they receive barbarian levels they instead gain an additional daily use of barbarian rage.
- Scent (Ex): The Broken One is capable of detecting lingering scents and smells carried on the wind. Additionally, they gain Track as a bonus feat and have a +4 racial bonus to Survival checks to track creatures by scent. However, they suffer a -2 circumstance penalty to saving throws against gases (such as stinking cloud) or against inhaled poisons.
- Special: Beastborn Broken Ones can communicate with a single type of animal (such as felines, canids, apes, birds of prey, etc.) They have a constant speak with animals effect with the chosen animal type, and similar species to it (CL 3rd). This chosen animal type cannot be changed.
- Additionally, the Beastborn Broken One does not suffer the normal racial penalty to Charisma-based skill checks against animals of their chosen type or species above.
- Grafted are Medium size Aberrations with the humanoid subtype.
- Base Racial Ability Scores: Strength +6, Dexterity -2, Constitution +8, Intelligence -4 (minimum 3)
- Base Land Speed: 20 feet
- Natural Armor: +6
- Natural Attacks: 2 slams (1d4 + Strength modifier) the Broken One can make two slam attacks as a full-attack action at their highest BAB.
- Strange Design: At 1st Hit Dice, the Amalgamation Broken One gains two of the following traits:
- Damage Reduction (Su): The hide of a Broken One is mystically toughened, granting it 10/magic.
- Extra Limb (Ex): This Broken One has an extra limb attached to its malformed body. This gives the creature an additional slam attack, as well as Multiattack as a bonus feat.
- They can take this trait a second time to gain a total of two additional slam attacks, an additional +4 racial bonus to Climb checks and the ability to take 10 on Climb checks even when distracted or threatened.
- With Multiattack and the Extra Limb trait, a Broken One can make one additional slam attacks as part of a full-attack action with a -2 penalty (or two additional slams if they took Extra Limb twice).
- Frenzy (Ex): The Broken One can go into a frenzy once per day, gaining a +2 enhancement bonus to Strength and Constitution, as well as a -2 penalty to Armor Class. It remains in this frenzy until it or its last opponent is dead. This is similar to a 1st-level barbarian’s rage ability; if they receive barbarian levels they instead gain an additional daily use of barbarian rage.
- Improved Grab (Ex): This Broken One’s limbs are disproportionately massive. This helps the creature throttle its opponents. To use this ability, the Broken One must hit with a slam attack.
- Inhuman Strength (Ex): The creature’s natural strength is enhanced by an additional +4 racial bonus to their Strength score.
