(Generated 91 times)
Namelist None
Rank Skilled
Race Human
Cult rank None
Notes these hunchbacked creatures are stunted and malformed, with Despite their monstrous appearances, mongrelmen are generally hardworking and peaceful creatures. A mongrelman can produce offspring with any humanoid, mixing bloodlines in strange ways to create hardier crossbreeds. No two mongrelmen look the same. One may have a face that is half hobgoblin, half lizardfolk, with one human-like foot and one cloven hoof, while his sister may have elven ears, a dwarven beard, orc tusks, and clawed hands. Each mongrelman usually has characteristics from at least a half-dozen different races. This strange mixture enforces mongrelmen’s place in the edges of the world, for they are shunned by all who fear their twisted appearance. Mistaken as enemies by all, mongrelmen prefer to be left alone. Most mongrelmen live below the surface of the world in hidden caves far from civilization. These creatures pride themselves on their survival skills, for the bowels of the earth are no place for weaklings. Other foul and intelligent races who claim dominion in the underworld take mongrelmen as slaves (particularly morlocks), finding this deformed race’s docile nature and hardworking attitude makes them extremely useful as tools of labor. In this role, mongrelmen still fall back on their pride of survival, slow to rebel and patiently waiting for the overthrow of their masters. Mongrelmen dwelling on the surface sometimes live amid the hustle and bustle of cities, sequestering themselves in ghettos and sewers to avoid notice. Urban mongrelmen may rely on begging and pickpocketing to get by, but most form rural communities near trading routes. Despite their varied physical forms, most mongrelmen average 5–6 feet tall and weigh between 150 and 250 pounds on average. A tragically short lifespan limits the creatures’ population growth— mongrelmen rarely live past 35 years. Sound Mimicry The creature perfectly imitates certain sounds or even specific voices. The creature makes a Deceit roll opposed by the listener’s insight to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –2 step penalty on its roll. The creature has a +2 step bonus on its rolls to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know. Armour varies due to morphology, Fur, chitin none etc.
STR 2d6+8
CON 2d6+8
SIZ 2d6+6
DEX 3d6
INT 3d6
POW 2d6+6
CHA 2d6-1
D20Hit locationArmor
01-03 Right leg 1d4-1
04-06 Left leg 1d4-1
07-09 Abdomen 1d4-1
10-12 Chest 1d4-1
13-15 Right arm 1d4-1
16-18 Left arm 1d4-1
19-20 Head 1d4-1
Movement 6
Natural armor Yes

Non-random features

Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+40 Endurance CON+CON+40
Evade DEX+DEX+40 Perception INT+POW+50 Stealth DEX+INT+50
Unarmed STR+DEX+25 Willpower POW+POW+40

Professional skills

Sleight DEX+CHA+45 Survival CON+POW+55 Track INT+CON+30

Custom skills

Passion: Neutral: hardworking and peaceful INT+POW+30

Combat styles

defensive retaliationsSTR+DEX+35

Weapon options

1-handed weapons

Amount: 2
Club (1)
Fist slam (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Fist slam 1h-melee 1d4 S M - Bash, stun location, grip Y Y 0 0 arm