FREQUENCY: Rare
FREQUENCY: Rare ([Dungeon Level II])
FREQUENCY: Rare ([Cold Wilderness
Mountains], [Cold Wilderness Swamp])
FREQUENCY: Very rare ([Cold
Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Plains],
[Cold Wilderness Desert])
FREQUENCY: Rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY: Very rare ([Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Tropical
Wilderness Mountains], [Tropical Wilderness Swamp])
FREQUENCY: Very rare ([Tropical
Wilderness Hills], [Tropical Wilderness Forest], [Tropical Wilderness Swamp],
[Tropical Wilderness Desert])
NO. APPEARING: 1-100
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 1 to 4
% IN LAIR: 35%
TREASURE TYPE: [C]
NO. OF ATTACKS: 1 ~ ~ ~
~
DAMAGE/ATTACK: 1-4, 1-6,
1-8, 1-10 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to average
ALIGNMENT: Lawful neutral
SIZE: M
LEVEL/X.P. VALUE:
1 HD
= I | 20 + 1
2 HD
= II | 36 + 2
3 HD
= III | 65 + 3
4 HD
= III | 110 + 4
SAVES: 13.12.14.16.15 <complete this>
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 || her veins.
Because of this mixture, they are seldom
welcome in lawful || good
societies and are usu. abused || enslaved
by chaotic and evil groups.
Such treatment has forced
mongrelmen to develop special skills for survival <(Heaven
&& Earth)>.
All mongrelmen have the abilities of camouflage and mimicry. <compare to chameleon spell in OA>
When using their camouflage
ability, mongrelmen are able to hide themselves
and their items with great
skill.
Normally, 1 TURN is required
for a
Normally, 1 TURN is required
for a mongrelman to camouflage himself,
another creature, or an
item.
The chance of remaining
unnoticed is 80% 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 an 87% chance of
success. When camouflaging
buildings or 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
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 10 mongrelman,
there will be at least 1 with 2 HD;
for every 30, there will
be 1 with 3 HD;
and for every 40, there
will be 1 with 4 HD.
In the lair will be a leader
(AC4, MV12", HD5, Dmg1-12, +1 to-hit) and 5 bodyguards (HD 4).
In combat, mongrelman 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.
by David Cook