Medium humanoid (mongrelfolk), Neutral Evil
| Armor Class | 11 (natural armor) |
|---|---|
| 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) |
| Saving Throws | — |
|---|---|
| Skills | Deception +2, Perception +2, Stealth +3 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 12 |
| Languages | Common |
| Challenge | 1/4 |
The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Clovin 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.
Clovin makes two attacks: one with its bite and one with its claw or dagger.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Melee or Ranged Attack Roll: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.