Sleeth
Medium-sized Humanoid (Reptilian Mutant)
Hit Dice: 1d8+2 (6 hp’s)
Initiative: +1 (Dex)
Speed: 30ft
Armor Class: 11 (+1 Dex)
Attacks: By weapon +2 (melee) or +1 (ranged)
Damage: By weapon +2 (melee only)
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: None
Special Qualities: Mutations
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 14, Dex 13, Con 14, Int 13, Wis 15, Chr 15
Skills: Diplomacy +4, Gather Information +7, Innuendo +4
Feats: Skill Focus: Gather Information
Climate/Terrain: Any
Organization: “Colleges” numbering up to 70 “students”
Challenge Rating: ½ 
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement Range: By character class

See the Alternity Gamma World campaign setting for more information.

Combat:
Sleeths are peaceful folk, but they will defend themselves if attacked with simple weapons.  They usually use their Telepathic Scan mutations on newcomers to determine their motives before meeting so combat tends to be avoided, or prepared for.

Muations: All Sleeth have the following mutations: Rejuvenation, Contact, Telepathic Scan, and either 2 Ordinary Mental Mutations or 1 Good Mental Mutation.

Society:
See the Alternity Gamma World campaign setting for more information.

Characters:
Sleeth tend to be wizards, though clerics and sorcerers are also well represented.  Sleeth of more combative classes are rare indeed.