Medium Humanoid (Mongrelfolk), Any Alignment
Armor Class 11 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
9 (-1)
WIS
10 (+0)
CHA
9 (-1)
Skills Deception +2, Perception +2, Stealth +3
Senses Darkvision 30 ft, Passive Perception 12
Languages Common
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Sharp Ears. Jirko has advantage on Wisdom (Perception) checks that rely on hearing.

 

Actions

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning 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.

Reactions

I’m Sorry!. Whenever Jirko takes damage from a weapon attack originating from a creature within 30 feet. Jirko may use his reaction to take the Dodge action, cowering on the ground and groveling pathetically for mercy. The sight can be off putting to some, and disarming for others.

Description

 Concept credit: u/OldAndOldSchool (Reddit)

Block build: u/RINZL3R (Reddit)

Because the only "gift" Jirko has is a short stump of a tail, he was ostracized by the rest of the Beleviews and he eventually fled the Abby. His tail is easily hidden in his clothes so he looks like many other Barovians. He is known as Jirko Colvinvich, (Clovin Beleview is his father). He does odd jobs for the Baron and his family in Vallaki. He has become suspicious as other servants have gone missing at the Baron’s house.

All Rights: Wizards of the Coast 

Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab’s pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog’s legs, and a scaly lizard’s tail. Each mongrelfolk’s mad combination of humanoid and animal forms results in its having a slow, awkward gait.

Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them.

Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs.

Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.

Horrific Offspring. It’s possible to restore a mongrelfolk to its original form using a greater restoration spell, but the same can’t be said for a mongrelfolk’s offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.

Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)

Dark8ngel

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