Mongrelfolk (CR 1/3)
AC: 13 (+3 hide armor), touch 10, flat-footed 13
Hit Dice: 1d8+2 (6 hp)
Fort +2, Ref +2, Will +0
Speed: 20 ft. (hide armor), base 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple +0
Attack: Club +0 melee, or sling +0 ranged
Full Attack: Club +0 melee, or sling +0 ranged
Damage: Club 1d6, sling 1d4
Special Attacks/Actions: -
Abilities: Str 10, Dex 11, Con 14, Int 9, Wis 10, Cha 7
Special Qualities: Emulate race, sound imitation
Skills: Hide +9 and Sleight of Hand +9
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, troupe (2-8), band (9-20 plus 2 3rd-level elders), tribe (21-120 plus 6 2nd-level sheriffs, 3 3rd-level elders, and 1 4th-level chieftain)
Treasure/Possessions: 50% coins, standard goods, 50% items
Emulate Race (Ex): Because of their radically mixed heritage, mongrelfolk can use magic items that only function for a user of a certain race. This ability works like the emulate race function of the Use Magic Device skill. A mongrelfolk can automatically emulate any humanoid race, with no need for a skill check. Mongrelfolk that have the Use Magic Device skill have a +4 racial bonus on attempts to emulate non-humanoid races using that skill.
Sound Imitation (Ex): A mongrelfolk can mimic any voice or sound it has heard. Listeners must succeed on a Will save (DC 16) to detect the ruse.
Skills: Mongrelfolk have a +8 racial bonus on Hide and Sleight of Hand checks.
Mongrelfolk are extremely cowardly, and they avoid direct conflict as much as possible. They construct traps around their lairs rather than relying on combat to keep intruders away.