Mongrelfolk

Medium Humanoid (Mongrelfolk) , Any Alignment
• Armor Class: 11
• Hit Points: 26 (4d8+8)
• Speed: 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 15 (+2) 9 (-1) 10 (+0) 6 (-2)

• Skills: Deception +2, Perception +2, Stealth +3
• Languages: Common
• Challenge: 1/4 (50 XP)

• 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 beard, 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 or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.