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Mongrelman

by Demos Sachlas

Armor Class: 5
Hit Dice: 1-4
Move: 90' (30')
Attacks: 1
Damage: 1-4, 1-6, 1-8, 1-10 or weapon
No. Appearing: 1-8 (1-100)
Save As: Fighter: 1-4
Morale: 8
Treasure Type: C
Alignment: Neutral
XP Value: variable

Although not a race unto themselves, mongrelmen do not belong clearly to any other race. They are a mixture of many different creatures; each mongrelman possibly having the blood of humans, orcs, gnolls, ogres, dwarves, hobgoblins, bugbears, elves, bullywugs and others flowing through his or her veins. As such, they are seldom welcome in lawful societies and are usually abused or enslaved by chaotic groups. Such treatment has forced mongrelmen to develop special skills for survival.

All mongrelmen have the abilities of camouflage and mimicry. When using the camouflage ability, mongrelmen are able to hide themselves and their items with great skill. Normally, one turn is required for a mongrelman to camouflage himself, another, or an item. The chance of remaining unnoticed is 60% plus 1% for every turn spent preparing the camouflage after the first, up to a maximum of 95%. Thus a mongrelman who spends 8 turns would have a 67% chance of success. When camouflaging buildings and structures, the time required is weeks instead of turns. Successfully camouflaged persons and items will be unnoticed unless the person or item moves or is touched. Camouflaged buildings will be unrecognizable at distances greater than 50 feet (this may be adjusted for the size and type of structure). Mimicry allows the mongrelmen to almost perfectly imitate the sound of any animal or monster, although this does not apply to special attack forms, which they cannot mimic.

To assist them in obtaining items and goods they need, all mongrelmen are accomplished pickpockets. Each has a 70% chance of success.

For every ten mongrelmen, there will be at least one with two hit dice, for every thirty, there will be one with three hit dice, and for every forty, there will be one with four hit dice. In the lair will be a leader (AC 4; HD 5; MV 120' (40'); +1 "to hit" rolls; D 1-12) and five bodyguards (HD 4). In combat, mongrelmen will normally fight with clubs or swords, but 5% of any group will be armed with blowguns and poison or paralyzing darts.

Mongrelmen normally live in areas of large mixed populations. They lair in ruins, deserted buildings, or other places that humans once lived in or built. In appearance they vary greatly, combining the worst features of each race. They speak fragmented Common mixed with various animal cries and nonsense. Their names are almost always the sounds animals make.