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Mongrelman

Outcasts with a motley appearance, as if patched together from bits of various races

humanoid outcast lawful

OSRIC

OSRIC

Armor Class5
Hit Dice1 to 4 hit dice
Number Encountered10d10
Attacks1
Damage1d4 (1HD), 1d6 (2HD), 1d8 (3HD) or 1d10 (4HD)
Move90-ft
AlignmentLawful neutral
IntelligenceLow to average
XP1 HD: 1/20+1/hp 2 HD: 2/30+2/hp 3 HD: 3/50+3/hp 4 HD: 3/100+4/hp
Treasure Type(in lair) 2d6×1,000 cp (20%), 1d6×1,000 sp (35%), 1d4×1,000 ep (10%), 1d4 gems (25%), 1d3 jewellery (20%), any two magic items plus two potions (10%)
SizeMan-sized
FrequencyRare
Lair40%

Mongrelmen are outcasts, unwelcome in normal society. They seem to be a blend of many different races and have a motley appearance, as if patched together from bits of orc, human, bugbear, elf, and other demi-human and humanoid creatures. They are often abused or enslaved. To avoid this they shun human society and form communities of their own kind, living together in deserted or abandoned towns, villages, and ruins. They speak a strange mixture of human tongues and animal noises, though they can usually (90%) make themselves understood in Common.

Mongrelmen are skilled scroungers and pilferers, having the abilities of a thief of level 1d6+5 (except they cannot backstab). In combat, they use a motley assortment of melee weapons, with 1 in 20 having missile weapons (such as darts or blowguns). These missiles will be coated with poison if available.

Special Abilities

Language: Speak a strange mixture of human tongues and animal noises, though they can usually (90%) make themselves understood in Common.
Thief Abilities: Have the abilities of a thief of level 1d6+5 (except they cannot backstab).
Missile Weapons: 1 in 20 have missile weapons (such as darts or blowguns). These missiles will be coated with poison if available.

Variants

Chief (larger lairs)

Larger lairs will contain a chief of 5 hit dice.

Hit Dice5