1. Races

Mongrelfolk

Medium Humanoid (Mongrelfolk), Any Alignment
AC 11 (natural armor)
Initiative -1 (9)
HP 26 (4d8 + 8)
Speed 20 ft.
mod
save
mod
save
mod
save
Str
12
+1
+1
Dex
9
-1
-1
Con
15
+2
+2
Int
9
-1
-1
Wis
10
+0
+0
Cha
6
-2
-2
Skills Deception +2Perception +2Stealth +3
Gear Dagger
Senses Passive Perception 12
Languages Common
CR 1/4 (XP 50; PB +2) 

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 blindedcharmeddeafenedfrightenedstunned, 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.

Source: CoS, page 234