THE SHARED REFERENCE Adventurer

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.

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