Wherein your humble scribe presents a classic AD&D monster written up for Basic RolePlaying. You might find this writeup handy if you’re heading to any forbidden cities.
Muttmen are not truly a race, but are instead an admixture of many different species’ bloodlines. Any individual Muttman is likely a combination of human, orc, gnoll, ogre, hobgoblin, dwarf, elf, and wug and may have the blood of yet other races in their veins as well. Each Muttman’s appearance is unique, nearly always combining the worst features of his or her lineage into a distinctly ugly package.
When pressed into combat, Muttmen fight with whatever weapons are at hand, which most often includes short swords and clubs. Occasionally a handful of Muttmen will possess blowguns and darts tipped in some poison or paralyzing agent. These concoctions are seldom very potent, but unprepared enemies may be quite surprised by the resourcefulness of these creatures.
Muttmen are invariably outcasts from civil society and are often enslaved by amoral power groups. Due to their marginalized existence, these creatures have learned to hide and mimic animal and monster sounds. Further, they are accomplished pickpockets. These skills enable them to survive on the fringes of a world that would rather they didn’t exist. They frequently dwell in ruins and other forgotten places of the earth.
Muttmen, A Race Of Mongrels
STR 4d6 (14)
CON 4d6 (14)
SIZ 3d6+3 (13-14)
POW 2d6+3 (10)
DEX 3d6 (10-11)
Average HP: 14
Average Damage Bonus: +1d4
Armor: 1d6-1 (Leather)
Attacks: Club 35%, damage 1d6 + db
Short Sword 35%, damage 1d6+1 + db
Blowgun 25%, damage 1d3 + poison or paralysis
Fist 40%, damage 1d3 + db
Skills: Dodge 40%, Hide 80%, Mimic Sound 90%, Pick Pockets 70%, Spot 50%