Mongrelfolk

Medium humanoid (mongrelfolk), Any alignment

Armor Class

11 (natural armor)

Hit Points

26 (4d8+8)

Speed

walk 20 ft.

Skills

Deception +2, Perception +2, Stealth +3

Languages

Common

Challenge

1/4

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