A patchwork of beast and human from the abbey's breeding: bites, claws and a stolen dagger, and a voice that mimics.
AC
HP
Speed
CR
XP
11
26 (4d8+8)
20 ft
1/4
50
STR
DEX
CON
INT
WIS
CHA
12 (+1)
9 (-1)
15 (+2)
9 (-1)
10 (+0)
6 (-2)
Skills: Deception +2, Perception +2, Stealth +1
Languages: Common
Traits
Extraordinary Feature. Each mongrelfolk has one of these features, rolled on a d20 or picked: 1-3 Amphibious (it breathes air and water); 4-9 Darkvision 60 ft.; 10 Flight (wings and a 40 ft. fly speed); 11-15 Keen Hearing and Smell (Advantage on Wisdom (Perception) checks using either sense); 16-17 Spider Climb (climbs sheer surfaces and ceilings without checks); 18-19 Standing Leap (jumps 20 feet long and 10 feet high, with or without a run); 20 Two-Headed (Advantage on Wisdom (Perception) checks and on saves against being Blinded, Charmed, Deafened, Frightened, Stunned or knocked Unconscious).
Mimicry. The mongrelfolk can imitate any sound it has heard, voices included. A listener who succeeds on a DC 12 Wisdom (Insight) check knows it is an imitation.
Actions
Multiattack. A Bite, and a Claw or Dagger attack.
Bite. Bites with mismatched teeth.
Claw. Scratches with an animal's claw.
Dagger. Melee or ranged attack: +3 to hit, reach 5 ft. or range 20/60 ft. Hit: 3 (1d4 + 1) Piercing damage.
Where you meet it
The Church of St. Markovia: Vasilka comes down off the bier like a dancer finishing a bow, and the Belviews come after her with cleavers…
The Church of St. Markovia: The candles go white. He doesn't draw a weapon. He opens his hands, and there is suddenly a mace of light in…
The Wards of St. Markovia: The bars bang open all down the row. They come out low and fast, in every shape the Abbot ever tried, and…