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Brood




More on the Brood


Black chitin horns curl away from the humanoid’s temples and under its pointed ears in the same manner as a ram’s. Likewise, the brood’s facial structure vaguely resembles a goat with a wide-flat nose and pointed chin. The creature is covered in fine, black downy from head to chitin hoof with a head of wild hair. One might mistake the brood for a satyr if not for its straight, human-like legs and blood-red furrow running from nap to sacrum filled with twitching cilia. Despite its aberrant nature, most would describe the brood as becoming. Other humanoids find something sensual and primal about the feral creature that is all too compelling.


The typical brood dresses in flowing, risque clothing. They enjoy the freedom of movement it grants, the attention it garners, and the ease of removal provided. Most brood are proud of their bodies, no matter what ‘flaws’ it might have as every last cell is a gift of the Dark Mother. They are each an example of Her divine perfection and to hide their form is to demean Her grace. Some brood prefer bright, contrasting colors to their dark fur while others lean into an almost gothic attire depending on individual preference.


Brood

Medium humanoid (Brood), any alignment (usually chaotic)

Armor Class 12 (leather armor)

Hit Points 27 (5d8 + 5)

Speed 30ft

Str 12 Dex 13 Con 12 Int 11 Wis 10 Cha 14

Skills Animal Handling +2, Perception +2

Damage Resistances psychic

Senses darkvision 60 ft., passive Perception 12

Languages Common, Deep Speech

Challenge 1/2 (100 XP)

Anathema Bond.

The brood can use the Wisdom (Animal Handling) skill on Aberrations and Monstrosities. The brood's Animal Friendship spell can also affect Aberrations and Monstrosities with an Intelligence of 3 or less.

Innate Spellcasting.

The brood is a 4th level spellcaster with a spellcasting ability is Charisma (spell save DC 12, +4 spell attack modifier). The brood can innately cast the following spells, requiring no material components:

At Will: Shillelagh

1/day: Animal Friendship, Hex

Actions

Club.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Club (with Shillelagh).

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8+2) bludgeoning damage.

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