Pack Tactics. The Broken have advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The Broken can make one bite attack, one claw attack or, One bite and one arm attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 2) piercing damage plus 7 (2d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 5 (2d4) necrotic damage.
Arm Impale. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+ 2) slashing damage plus 7(2d6) necrotic damage. The target must make succeed on a DC 12 constitution or take 1d4 necrotic damage at the start of their turn for a minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
These once intelligent lifeforms have been "broken". Now covered in filth and tortured, these people are less than sentient. Their jaws are split open and can be unhenged . These people are covered in filth, and torn rags that resemble what once would have been a potato sack. With their razor-sharp teeth and jagged claws covered in human filth and gore, they tear apart the bodies of humanoids of any race, devouring the flesh afterward, only following orders of those who were their torturers.
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