Mongrelfolk

Medium Humanoid (Mongrelfolk)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 20 ft. (4 squares) (hide armor); base 30 ft.
Armor Class: 13 (+3 hide armor), touch 10, flat-footed 13
Base Attack/Grapple: +0/+0
Attack: Club +0 melee (1d6), or sling +0 ranged (1d4)
Full Attack: Club +0 melee (1d6), or sling +0 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Emulate race, sound imitation
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 10, Dex 11, Con 14, Int 9, Wis 10, Cha 7
Skills: Hide +9, Sleight of Hand +9; racial bonuses
Feats: Endurance
Environment: Any land and underground
Organization: Solitary, troupe (2–8), band (9–20 plus 2 3rd-level elders), tribe (21–120 plus 6 2nd-level sheriffs, 3 3rd-level elders, and 1 4th-level chieftain)
Challenge Rating: 1⁄3
Treasure: 50% coins, standard goods, 50% items
Alignment: Often lawful neutral
Advancement: By character class ♊
Level Adjustment: +0

Mongrelfolk, hideous creatures descended from generations of crossbreeding among the worst examples of many species, exhibit few redeeming qualities.

Like canine mongrels, mongrelfolk vary widely in appearance, but they tend toward a generic humanoid form and display the most terrible features of their many ancestral races. Their ears are long, wide, and sharply pointed, their noses flat and broad, their foreheads sharply sloped, and their eyes large and bright. Their hides are typically covered in hair ranging from thick patches on their shoulders and bellies to very light covering on the arms and legs. Their teeth are invariably sharp, crooked, and rotten.

Mongrelfolk speak Common and their own pidgin language.

Combat

Mongrelfolk are extremely cowardly, and they avoid direct conflict as much as possible. They construct traps around their lairs rather than relying on combat to keep intruders away.

Emulate Race (Ex): Because of their radically mixed heritage, mongrelfolk can use magic items that only function for a user of a certain race. This ability works like the emulate race function of the Use Magic Device skill. A mongrelfolk can automatically emulate any humanoid race, with no need for a skill check. Mongrelfolk that have the Use Magic Device skill have a +4 racial bonus on attempts to emulate nonhumanoid races using that skill.

Sound Imitation (Ex): A mongrelfolk can mimic any voice or sound it has heard. Listeners must succeed on a Will save (DC 16) to detect the ruse.

Skills: Mongrelfolk have a +8 racial bonus on Hide and Sleight of Hand checks.

Mongrelfolk Characters

A mongrelfolk’s favored class is rogue. Most mongrelfolk spellcasters are adepts, but a few clerics exist and serve their reclusive deity, Meriadar. Mongrelfolk clerics have access to the domains of Law, Protection, and Trickery. A mongrelfolk PC’s effective character level (ECL) is equal to its class level. Thus, a 1st-level mongrelfolk rogue has an ECL of 1 and is an ordinary 1st-level character.

Source: Fiend Folio, page 125. Changes applied as per the D&D® v.3.5 Accessory Update.