MONGRELMAN

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