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Monster

Mongrelfolk

Medium Humanoid · Any Alignment

Curse of Strahd Page 234
Armor Class 11
Hit Points 26 (4d8 + 8)
Speed Walk 20 ft.
CR 1/4
STR 12 +1
DEX 9 -1
CON 15 +2
INT 9 -1
WIS 10 +0
CHA 6 -2

Traits

Extraordinary Feature

The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a 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 () 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 () checks and on saving throws against being , , , , , or knocked .

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 () 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. 3 () Piercing damage.

Claw

Melee Weapon Attack +3 to hit, reach 5 ft., one target. 3 () Slashing damage.

Dagger

Melee or Ranged Weapon Attack +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 () Piercing damage.
Confirmation

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