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Mongrelman (3pp)

The hideous creature approaching from the shadows looks to be pieced together from parts of other monsters as some sort of vile joke or blight on Nature.

Mongrelman CR 2

XP 400
LN Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 13 (2d10+2)
Fort +1, Ref +4, Will +5

OFFENSE

Speed 30 ft.
Melee club +5 (1d6+4) or slam +5 (1d4+4)

TACTICS

Mongrelmen shun combat if possible, only entering melee if ordered to do so by their superiors. In combat, mongrelmen fight with clubs or longswords. Some carry blowguns and needles or darts (the blowgun needles and darts are usually coated with bloodroot poison).

STATISTICS

Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 6
Base Atk +2; CMB +5; CMD 16
Feats Skill Focus (Survival)
Skills Climb +7, Disguise +6, Perception +7, Sleight of Hand +7, Stealth +10, Survival +9; Racial Modifiers +8 Disguise, +4 Sleight of Hand, +4 Stealth
Languages Mongrelman
SQ sound imitation
Gear club

SPECIAL ABILITIES

Sound Imitation (Ex)

Mongrelmen can imitate sounds made by any creature they have previously encountered, including monsters with special vocal attacks. They cannot, however, mimic the special vocal attack powers or damage dealt by such attacks. A successful DC 14 Will save made by a listener detects the falsehood. The save DC is Constitution-based and includes a +2 racial bonus.

Mongrelmen Characters

Mongrelmen possess racial Hit Dice and may have class levels. Mongrelmen have the following racial traits.

  • +4 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom, -4 Charisma. Mongrelmen are physically gifted, but odd to behold
  • Darkvision: Mongrelmen can see in the dark up to 60 feet.
  • Racial Hit Dice: Mongrelmen begin play with 2 levels of monstrous humanoid, which provides 2d10 HD, a base attack bonus of +2, and base saves of Fort +0, Ref +3, Will +3.
  • Racial Skills: A mongrelman’s monstrous humanoid levels give it skill points equal to 2 x (4 + Int modifier, minimum 1).Mongrelmen receive the following racial modifiers: +8 Disguise, +4 Sleight of Hand, +4 Stealth.
  • Racial Feats: A mongrelman’s monstrous humanoid level gives it one feat.
  • Thick Skinned: Mongrelmen receive a +4 natural armor bonus.
  • Natural Weapons: Slam (1d4).
  • Languages: Mongrelman begin play speaking their own guttural language (Mongrelman). Mongrelmen of high intelligence can choose any of the following bonus languages: Common, Draconic, Elven, Goblin, Orc.
  • Player Characters: Mongrelman PCs may designate their own parts, choosing up to three beneficial monstrous parts. The player may select up to two additional beneficial parts if they chose an equal number of detrimental parts. An ogre or minotaur arm counts as two beneficial parts.

ECOLOGY

Environment underground
Organization solitary, gang (2-5), band (6-11 plus 1 3rd level sergeant), or tribe (10-100 plus 1 3rd-level sergeant per 10 adults, 1 or 2 bodyguards of 4th or 5th level, and 1 leader of 6th-8th level)
Treasure standard

Though not inherently evil, mongrelmen are shunned from society because of their appearance. They make their homes far from civilization, and those few encountered in settled areas are usually slaves or servants of the local humanoid races. Mongrelmen that must travel among other races take precautions so as not to reveal their true identities, using cloaks, capes, and the like to hide their forms. Mongrelman society is a collection of close-knit tribes, each with its own leader. Mongrelmen never fight against other mongrelmen, preferring to live peaceably with others of their kind, for all mongrelmen know they are shunned by outsiders and must stick together if their race is to survive. Mongrelmen stand about 6 feet tall. The average lifespan of a mongrelman is 35 years. Mongrelmen speak their own guttural language.

Randomly Generating a Mongrelman

1d20 Type
1 Gnoll
2 Goblin
3 Hobgoblin
4 Human
5 Kobold
6 Merfolk
7 Locathah
8 Sahuagin
9 Dwarf
10 Elf
11 Gnome
12 Halfling
13 Orc or ogre
14 Troglodyte
15 Crabman
16 Bugbear
17 Minotaur
18 Flind
19 Lizardfolk
20 Missing body part
(Use common sense on this one. Obviously, a mongrelman cannot be missing part of its torso.)

Mongrelmen are a mixture of many different creatures, and no two mongrelmen ever look alike. The table below can be used to generate the appearance of any given mongrelman.

Roll one time for each of the following areas of a mongrelman: left side of head (includes ear and eye); right side of head (includes ear and eye); upper torso; lower torso; upper arm (roll once for left and right arm); lower arm (roll once for left and right arm); upper leg (roll once for left and right leg); lower leg (roll once for left and right leg); foot (roll once for left and right foot); hand (roll once for left and right hand); and jaw/mouth.

A mongrelman gains abilities in addition to the ones noted in the stat block above based on the actual body parts that make up that mongrelman. Below are descriptions of the body parts and additional abilities gained.

  • Bugbear: Eye: darkvision 60 ft. Arm: +4 effective Strength score using that arm.
  • Crabman: Eye: darkvision 60 ft. Arm: +6 effective Strength score using that arm. Hand: hand is actually a large pincer like that of the crabfolk, gains claw attack that deals 1d6 + Strength modifier damage, and gains grab and constrict attacks (deals an additional 1d6 points of bludgeoning damage).
  • Dwarf: Eye: darkvision 60 ft. Head: if entire head is dwarven, the mongrelman gains the stonecunning ability as a dwarf. Upper torso: +2 to saves against poison.
  • Elf: Eye: low-light vision and +3 racial bonus on Perception checks. Ear: +3 racial bonus on Perception checks. Head: if entire head is elven, the mongrelman gains a +2 racial bonus to Will saves against enchantment spells or effects.
  • Goblin: Eye: darkvision 60 ft. and +2 racial bonus on Perception checks. Ear: +3 racial bonus on Perception checks. Arm: -2 effective Strength score using that arm.
  • Gnoll: Eye: darkvision 60 ft. and +2 racial bonus on Perception checks. Ear: +3 racial bonus on Perception checks. Arm: +4 effective Strength score using that arm.
  • Gnome: Eye: low-light vision. Ear: +2 racial bonus on Perception checks. Head: if entire head is gnome, the mongrelman gains a +2 bonus to saves against illusions.
  • Halfling: Ear: +3 racial bonus on Perception checks. Arm: -2 effective Strength score using that arm. Upper and lower torso: mongrelman is Small size. Lower torso: gains +2 racial bonus on Acrobatics, Climb, and Stealth checks.
  • Hobgoblin: Eye: darkvision 60 ft. and +2 racial bonus on Perception checks. Ear: +3 racial bonus on Perception checks.
  • Human: No additional abilities.
  • Kobold: Eye: darkvision 60 ft. and +1 racial bonus on Perception checks, and light sensitivity. Ear: +2 racial bonus on Perception checks. Arm: -4 effective Strength score using that arm.
  • Lizardfolk: Arm: +2 effective Strength score using that arm. Hand: gains claw attack that deals 1d4 + Strength modifier damage. Jaw/mouth: gains bite attack that deals 1d4 + Strength modifier damage. Lower torso: gains a lizardfolk’s tail and +4 racial bonus on Acrobatics and Swim checks.
  • Locathah: Eye: darkvision 60 ft. and +2 racial bonus on Perception check. Ear: +3 racial bonus on Perception checks. Head: if entire head is locathah, the mongrelman can breathe water and air equally.
  • Merfolk: Eye: darkvision 60 ft. and +3 racial bonus on Perception checks. Ear: +4 racial bonus on Perception checks. Head: if entire head is merfolk, the mongrelman can breathe water and air equally. Leg: leg is actually a fin or flipper, and the mongrelman moves at one-half speed while on land. Lower torso: mongrelman can only move on land at 5 feet per round, but can swim at 50 feet per round and gains a +8 Swim check.
  • Minotaur: Eye: darkvision 60 ft. and +3 racial bonus on Perception checks. Ear: +4 racial bonus on Perception checks. Arm: +8 effective Strength score using that arm. Head: gore attack for 1d4+ Strength modifier; if both sides of a mongrelman’s head are minotaur, the gore damage increases to 1d8 + Strength modifier.
  • Orc or ogre: Eye: darkvision 60 ft. and light sensitivity. Arm: +4 effective Strength score using that arm (orc) or +10 effective Strength score using that arm (ogre).
  • Sahuagin: Eye: darkvision 60 ft., +2 racial bonus on Perception check, and light blindness. Ear: +3 racial bonus on Perception checks. Arm: +2 effective Strength score using that arm. Head: if entire head is sahuagin, the mongrelman can breathe water and air equally.
  • Troglodyte: Eye: darkvision 90 ft. Upper or lower torso: gains the stench attack and bonus to Stealth checks for changing its skin color as the standard troglodyte.
Section 15: Copyright Notice

Mongrelman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.