Mongrelfolk

(Curse of Strahd)

Medium humanoid (mongrelfolk), Any alignment

Armor Class11 (natural armor)
Hit Points26 (4d8 + 8)
Speed20 ft.
STRDEXCONINTWISCHA
12 (+1) 9 (-1) 15 (+2) 9 (-1) 10 (+0) 6 (-2)
Saving Throws—
SkillsDeception +2, Perception +2, Stealth +3
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 12
LanguagesCommon
Challenge1/4

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 Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Claw.

Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Dagger.

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