b'Mongrelfolk Survivor \n'b'  Family:   Mongrelfolk  \n'b'  Medium   humanoid  (mongrelfolk),  chaotic neutral  \n'b'  Armor Class  14 (hide)  Hit Points  39 (6d8+12)  Speed  35 ft.\n'b' STATS STR: 15 (+2) DEX:  14 (+2)  CON:  14 (+2)  INT:  10 (+0)  WIS:  15 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Intelligence  +2,  Charisma  +2  Skills   Athletics  +4,  Perception  +4,  Survival  +4  Senses  darkvision 60 ft., passive  Perception  14  Languages  Common, Undercommon  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Innate Spellcasting . The mongrelfolk\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 12, +4 to hit with spell attacks). The mongrelfolk can innately cast the following spells, requiring no material components: \n'b'   At will :  chill touch ,  produce flame  \n'b'   Mimicry . The mongrelfolk can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 12  Wisdom  ( Insight ) check. \n'b'  Actions \n'b'   Multiattack . The mongrelfolk attacks twice. \n'b'  War Pick .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (1d8+2) piercing damage. \n'b'  Shortbow .  Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target.  Hit : 5 (1d6+2) piercing damage. \n'b'  About \n'b' Newly transformed mongrelfolk are the most common but few live for very long, killed soon after their change by explorers or natural disasters. \n'b' They group together for the safety offered by numbers yet have little loyalty to one another, quick to abandon their kin when it seems like it might mean the difference between life and death.'