Monster
Mongrelfolk
Outside your table’s allowed sources
Official reference · CoS · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 11 (natural armor)
- Hit points
- 26 (4d8 + 8)
- Speed
- Walk 20 ft.
- Challenge rating
- 1/4
- Alignment
- Any alignment
- Strength
- 12
- Dexterity
- 9
- Constitution
- 15
- Intelligence
- 9
- Wisdom
- 10
- Charisma
- 6
- Passive Perception
- 12
- Skills
- deception: +2; perception: +2; stealth: +3
- Languages
- Common
Traits
Extraordinary Feature
The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.
4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.
10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet.
11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.
16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
18–19: Standing Leap. The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.
20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Mimicry
The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.
Actions
Multiattack
The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claw
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Dagger
Melee Weapon Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.