Broken One
Medium Abberation
Hit Dice: 3d8+15 (28 hp’s)
Initiative: -2 (Dex)
Speed: 25ft
Armor Class: 10 (Can vary though)
Attacks: Fist or Weapon +5 (melee) or +0 (ranged)
Damage: Fist 1d3+3, By weapon +3 (melee only)
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: None
Special Qualities: Animal Quality, Regeneration 1, Speak with Animals
Saves: Fort +6, Ref -1, Will +3
Abilities: Str 16, Dex 6, Con 20, Int 6, Wis 10, Chr 6
Skills: Climb +7, Jump +7, Listen +4, Spot +4
Feats: None
Climate/Terrain: Any land
Organization: Groups numbering anywhere between 3 to 12 members
Challenge Rating: 2
Treasure: Half standard
Alignment: Usually Neutral Evil
Advancement Range: By character class

See the 2nd Edition AD&D Monstrous Manual for more information.

Combat:
Broken ones are reclusive and not prone to combat.  They are strong and surprisingly healthy.  This combined with their ability of regeneration can make them dangerous foes.

Animal Quality: Each broken one has a special quality derived from their animal natures (night vision, keen hearing, etc.).

Speak with Animals: 10% of broken ones can speak with their animal kin at will.

Society:
See the 2nd Edition AD&D Monstrous Manual for more information.

Characters:
Broken ones are commonly fighters.  There have been tales of exceptional broken ones that have become rangers, but they would be extremely rare.

Greater Broken Ones
Greater broken ones usually lead groups of lesser broken ones, but can found in groups of up to 4 themselves.  They regenerate 2 hit points per round, have Strength scores of 20 and Intelligence scores of 14, have 5 Hit Dice, and have 1 to 4 special qualities dervied from their animal sides.  These special qualities are usually better than those of lesser broken ones (like a poison stinger like a scorpion, or tough hides like a rhino).  Their CR’s are usually 4