Sources
CR
Type
Size
Alignment
Movement

Mongrelfolk

Medium Humanoid (mongrelfolk), Any alignment

Armor Class 11 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 20 ft.
STR
12
+1
DEX
9
-1
CON
15
+2
INT
9
-1
WIS
10
+0
CHA
6
-2
Skills Deception +2, Perception +2, Stealth +3
Senses passive Perception 12
Languages Common
Challenge 1/4 (50 XP)

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

Lore

Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns…