b'Mongrelfolk Brute \n'b'  Family:   Mongrelfolk  \n'b'  Large   humanoid  (mongrelfolk),  any alignment  \n'b'  Armor Class  14 (natural armor)  Hit Points  68 (8d10 + 24)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  10 (+0)  CON:  17 (+3)  INT:  7 (-2)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +6,  Deception  +2,  Perception  +2  Senses  passive  Perception  12  Languages  Common  Challenge  3 (700 XP) \n'b' Special Traits \n'b'\n'b'  Prominent Deformities . The brute has up to 4 features from the mongrelfolk deformity table (p.79), determined randomly by rolling a d4 and d20 each, or chosen by the GM. Mongrelfolk brutes tend to have more powerful deformities than their common kin. Instead of a d20, roll a d10 and add +10 to the result for the first two features generated. For deformities that mention damage dice, double the number of dice the mongrelfolk brute rolls. For example, a brute with a crablike pincer arm (result 16) rolls 2d8 damage for damage with its claw. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The brute makes three attacks: one with its bite, one with its claw, and one with its handaxe. \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 9 (2d4 + 4) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 9 (2d4 + 4) slashing damage. \n'b'  Handaxe .  Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one creature.  Hit : 11 (2d6 + 4) piercing damage. \n'b'\n'b' About \n'b' Unfortunate victims of extreme mutations, even by mongrelfolk standards, brutes typically pay for their increased physical power with a marked decrease in higher brain functions.'