Chapter 3: Racial Requirements

Racial Ability Adjustments
Racial Level Limits
Character Points
Dwarves
Elves
Gnomes
Halflings
Half-elves
Half-orcs
Half-ogres
Humans
Other Races
The Races

 

Chapter 3:

Racial Requirements

Player’s Option characters can be humans, elves, dwarves, gnomes, and halflings—or they might be half-elves, half-orcs, or even half-ogres. DMs can devise additional races for characters, too, so the choices can be as wide and as colorful as the campaign in which they adventure.

Players should consult the following table, which lists minimum and maximum ability scores for the common races. Minimum scores are listed to the left of the slashes, maximums to the right. Starting character statistics must fall within these ranges, though the statistics can increase and decrease during the course of play. For example, if an elf has his Dexterity score reduced to less than 6 because he fell afoul of a magical curse, the character is still an elf. If a halfling drank a potion that increased his Intelligence to 19, he is still a halfling.

*** As a special note, only human, half-elf, half-orc, half-ogre, and halfling characters will be player characters in this campaign setting.  This could change in the future ***

Table 14: Racial Requirements

Ability Dwarf Elf Gnome Half-elf Half-orc Half-ogre Halfling Human
Str 8/18 3/18 6/18 3/18 6/18 14/18 7/18* 3/18
Dex 3/17 6/18 3/18 6/18 3/17 3/12 7/18 3/18
Con 11/18 7/18 8/18 6/18 8/18 14/18 10/18 3/18
Int 3/18 8/18 6/18 4/18 3/17 3/12 6/18 3/18
Wis 3/18 3/18 3/18 3/18 3/14 3/12 3/17 3/18
Cha 3/17 8/18 3/18 3/18 3/12 3/8 3/18 3/18

* Halfling fighters cannot possess exceptional Strength scores.

 

Racial Ability Adjustments Once the character’s ability scores have been determined, the race chosen, and the Racial Requirements table consulted, modify the ability scores based on the Racial Adjustments table—and determine the subability scores as per the rules in chapter two.

Table 15: Racial Adjustments

Race Adjustments        
Dwarf +1 Con –1 Cha    
Elf +1 Dex –1 Con    
Gnome +1 Int –1 Wis    
Half-elf None      
Half-orc +1 Str +1 Con –2 Cha  
Half-ogre +1 Str +1 Con –1 Int –1 Cha
Halfling +1 Dex –1 Str    
Human None      

 

Racial Level Limits The Racial Level Limits chart lists the maximum experience levels attainable by the various races. For more on classes, see chapter four.

 

Table 16: Racial Level Limits

Class Dwarf Elf Gnome Half-elf Half-orc Half-ogre Halfling Human
Bard U U
Cleric 10 12 9 14 4 4 8 U
Druid 9 U
Fighter 15 12 11 14 10 12 9 U
Illusionist 15 U
Mage 15 12 U
Paladin U
Ranger 15 16 U
Thief 12 12 13 12 8 15 U

U This symbol represents unlimited class advancement for characters of those races.

— A member of this race cannot choose this class.

 

Exceeding These Limits

The Dungeon Master Guide included an optional rule where demihuman characters could exceed level limits if they possessed high prime-requisite ability scores. This rule is official in the Player’s Option system. See the chart below for bonus levels granted to those characters with high scores in their class prime requisites.

Table 17: Prime Requisite Bonuses

Ability Score Bonus Levels
14–15 +1
16–17 +2
18 +3
19 +4
20+ +5

The bonus levels are added to the character’s maximum experience level shown in the Racial Level Limits table.

 

Character Points Each race detailed below receives a number of character points that can be spent on racial skills and other abilities. This lets players personalize their characters. No longer must all dwarves have exactly the same abilities, skills, and bonuses. Players can purchase packages of abilities, or they can customize their characters.

Demihumans can save 5 character points from this process and apply them at any other point in the character creation process. Humans can save 10 points. Nonstandard races such as lizard men and thri-kreen cannot save any racial character points—any points not spent on racial abilities are lost.

 

Racial Variants

Numerous off-shoot races can be player characters. For example, a player fond of dwarven characters could choose from the hill, mountain, gray, or deep varieties. Players who select such a character purchase the standard package of abilities for the subrace. Optionally, a player can customize a character by choosing individual abilities from the list for that race. Generally, buying a package of abilities is the most efficient way to spend character points.

Racial Languages: A character from a demihuman subrace receives an initial package of languages for no additional cost in character points. However, no character can know more languages than his or her Intelligence/Knowledge score allows (see Table 9). If a racial package offers more languages than a character can know, the player can choose which languages the character knows.

 

Dwarves Dwarves are a short, stocky race, averaging about 4–41_2' tall. They often have ruddy complexions, dark hair, and piercing, dark eyes. The natural life span for a dwarf is about 350 years. They are a serious lot, given rarely to frivolity. They prefer a good, hard day’s work. Though sometimes considered dour or taciturn, few doubt the dwarves’ courage or bravery. They have little talent for magic, but excel at fighting, war craft, and arts such as engineering.

Dwarves typically live in hilly or mountainous regions, enjoying the strength of the earth and rocks that make up their underground homes. Dwarves mine the earth for precious metals and gems, and they are particularly fond of gold.

Because of their resistance to magic, dwarves have difficulty using enchanted items. All magical items not specially suited to the dwarf’s character class have a 20% (on 1d100 roll) to malfunction. A check for malfunction is made every time the dwarf attempts to use the item. If the check is passed, the item works until it is turned off, put away, or its duration expires. If the check fails, the magical qualities of the item cannot be called upon, though the item might function normally the next time the dwarf tries to use it. Malfunction checks apply to magical wands, rods, staves, rings, amulets, potions, horns, and jewels. The checks do not apply to dwarven clerics using clerical magical items, and to weapons, shields, armor, gauntlets, and girdles. If a dwarf possesses a cursed item and it malfunctions, the dwarf will recognize the nature of the item and can safely dispose of it.

The standard dwarven subraces are: hill, mountain, deep, and gray. A dwarven character might choose to be a fighter, cleric, or thief. A dwarf also can be multi-classed as a fighter/cleric or a fighter/thief.

Players who choose dwarves for their characters have 45 character points to spend on racial abilities. These points can be spent to customize a dwarf from the general skill list below, or they can be used to purchase a subrace’s skill package. Only 5 points can be retained for use later in the character creation process.

 

Deep Dwarves

Character point cost: 45

As their name implies, deep dwarves live farther underground than their hill or mountain relatives. They prefer the security and the isolation that living far beneath the earth provides.

The typical deep dwarf is 4–41_2' tall and weighs 120 pounds. They are large-boned, but thinner than their cousins who live closer to the surface. And they can move easily through the narrow tunnels they dig in the bedrock.

Deep dwarves seldom have contact with creatures from the surface—few such creatures can reach remote underground places—and the deep dwarves feel no need to dig tunnels to the surface. Most deep dwarves are neutral, lawful neutral, or chaotic neutral. Players may choose any alignment for their deep dwarf characters.

Languages: Deep dwarves can speak their own racial dialect, gray dwarf, illithid, troglodyte, deep gnome, and undercommon (the trade language of all Underdark races).

 

Deep Dwarves’ Special Abilities

Infravision, 90' Saving Throw Bonuses

Melee Combat Bonuses* Mining Detection Abilities

* Attack bonus applies vs. drow, troglodytes, and orcs.

 

Deep Dwarf Racial Penalties

Deep dwarves suffer a –1 penalty to all rolls when in bright sunlight or within the radius of a continual light spell. Light spells and all other light sources have no effect on a deep dwarf.

 

Gray Dwarves

Character point cost: 45

Also known as duergar, gray dwarves live far underground—at times even beyond the deep dwarves. However, since they occasionally reside near each other, gray and deep dwarves tend to come into conflict over the resources of the Underdark.

An average gray dwarf is about 4' tall and weighs 120 pounds. The thinnest of the subraces, gray dwarves almost appear emaciated. Most are bald, and those who are not usually shave their heads. Their beards are white. Gray dwarves rarely venture above ground, as they find sunlight to be painful to their eyes.

Most gray dwarves are lawful evil in alignment, with neutral tendencies. Player character gray dwarves can be of any alignment.

Languages: Duergar begin play with knowledge of their own tongue, deep dwarf, dark elf, illithid, kuo-toa, troglodyte, and undercommon.

 

Gray Dwarves’ Special Abilities

Infravision, 120' Saving Throw Bonuses

Melee Combat Bonuses* Stealth

Mining Detection Abilities

* No attack bonus applies , the character receives only the defensive benefits.

 

Gray Dwarf Racial Penalties

Gray dwarves suffer a –1 penalty on all rolls when exposed to bright sunlight or continual light spells. Other light sources do not impair them. Other types of dwarves distrust duergar, and as such, duergar suffer an initial –2 penalty to reaction rolls from their cousins.

 

Hill Dwarves

Character point cost: 40

Hill dwarves live in areas of rolling headlands—often dwelling underground, though they are known to have outposts on the surface.

A typical hill dwarf stands 4' tall and weighs about 150 pounds. He is well-muscled and stocky, with tan or brown skin, dark hair, and bright eyes. Hill dwarves prefer earth tones and seldom wear jewelry. They are the most common of all the dwarven varieties, as they adapt well to life above and below ground. Most hill dwarves are lawful good, but player characters can be of any alignment.

Languages: Hill dwarves can speak their own tongue as well as other dwarven dialects. In addition, hill dwarves can speak gnome, goblin, orc, and gnoll.

 

Hill Dwarf Special Abilities

Hill dwarves have the following racial abilities: the dwarven saving throw bonuses versus poison and magical attack; the dwarven melee combat bonus; infravision to a range of 60 feet; and the dwarven mining detection abilities.

 

Hill Dwarves’ Special Abilities

Infravision, 60' Saving Throw Bonuses

Melee Combat Bonuses Mining Detection Abilities

 

Hill Dwarf Racial Penalties

Hill dwarves are not accustomed to traveling over water. They suffer a –2 penalty to reaction rolls when they are in or adjacent to rivers, lakes, and seas.

 

Mountain Dwarves

Character point cost: 40

This variety of dwarf lives beneath the mountains in isolated strongholds. Most mountain dwarves value their privacy and avoid contact with outsiders. A typical mountain dwarf stands 41_2' tall and weighs 170 pounds. Their hair is lighter than their hill dwarf cousins’, and their skin tends to have a reddish tint.

Mountain dwarves are often wary of hill dwarves, as they are suspicious of their cousins’ dealings with the outer world. Most mountain dwarves are lawful good, but player characters can be any alignment.

Languages: Mountain dwarves can begin with their own tongue, hill dwarf, gnome, hill giant, gnoll, bugbear, and common.

 

Mountain Dwarves’ Special Abilities

Infravision, 60' Saving Throw Bonuses

Melee Combat Bonuses Mining Detection Abilities

 

Mountain Dwarf Racial Penalties

Like hill dwarves, mountain dwarves are not accustomed to traveling over water. However, they are comfortable around rivers and small lakes. They suffer a –2 penalty to reaction rolls only when on board sea-going vessels or when in large bodies of water.

 

Dwarven Abilities A character with leftover character points may select additional racial abilities after taking one of the standard subrace packages. Or, if the player wishes to create his own customized dwarven character, he can pick and choose from the list of dwarven abilities listed below. Abilities cost either 5 or 10 character points; refer to the descriptions below.

Axe bonus (5): +1 to attack rolls with hand or battle axes.
Better Balance (10): +1 to the Balance subability score. This allows a dwarven character to have more than a 4 point difference in the Dexterity subabilities.
Brewing (5): +2 to the Brewing proficiency score. The dwarf must have this proficiency to gain this benefit.
Close to the earth (5): Dwarves with this ability heal faster in subterranean settings. When this character is underground, he heals 2 points of damage overnight rather than the 1 point normally healed by other races. This bonus does not apply if the character is above ground.
Constitution/Health bonus (10): A Constitution/Health score bonus of +1, because the dwarf is accustomed to the cold and often damp Underdark.
Crossbow bonus (5): Because dwarves favor crossbows, they gain a +1 attack bonus with any crossbow. Hurled weapons are limited in tunnels, and other bows require large pieces of wood which are not readily accessible.
Determine stability (5): The character is an expert at determining if the ground is stable. By concentrating for one round, the character can determine if there will be a dangerous tremor, collapse, rockfall or slide when the character enters an area. The chance of success is 1–4 on 1d6.
Determine age (5): By examining a building or ruins, the dwarf stands an excellent chance of determining the approximate age of the structure. The chance of success is 1–5 on 1d6.
Dense skin (10): If the dwarf is struck by a blunt weapon, the character suffers only half the damage the attack would normally inflict.
Detect poison (5): By sniffing food or drink, the dwarf can determine if it has been poisoned. The chance of success is 1–4 on 1d6.
Evaluate gems (5): A dwarf with this ability can determine within 10% the value of any given gem.
Expert haggler (5): This dwarf drives a hard bargain. Anything he purchases costs 10% less than the listed price.
Hit point bonus (10): The dwarf gains an additional hit point each time the character attains a new level.
Illusion resistant (5): These dwarves gain a +2 bonus on attempts to disbelieve illusions.
Improved Stamina (10): +1 to the Stamina subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities.
Infravision (10): Dwarves have infravision to 60 feet—the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Mace bonus (5): +1 to attack rolls with the footman’s mace.
Meld into stone (10): Once a day a dwarf with this ability can meld into stone as a priest of the same level.
Melee combat (10): Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a –4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining Detection Abilities (10): A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

Determine the approximate depth underground, 1–3 on 1d6.

Detect any sliding or shifting walls or rooms, 1–4 on 1d6.

Detect any grade or slope in the passage they are passing through, 1–5 on 1d6.

Detect stonework traps, pits, and deadfalls, 1–3 on 1d6.

Detect new construction in stonework., 1–5 on 1d6.

More muscles (10): +1 to the Muscle subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities.
Pick bonus (5): +1 to attack rolls with military picks.
Saving Throw Bonuses (10): Dwarves gain bonuses to saving throws vs. poison and against magical attacks from rods, wands, and spells based on their Constitution/Health scores. Determine the dwarf’s Constitution/Health score and consult the chart below:

Score Bonus

4–6 +1

7–10 +2

11–13 +3

14–17 +4

18–20 +5

Short sword bonus (5): +1 to attack rolls with short swords.
Stealth (10): If the dwarf is not in metal armor, a –2 penalty is applied to opponent’s surprise rolls if the dwarf is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The dwarf is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls.
Stone tell (10): Once a day a dwarf with this ability can use the stone tell ability, as a priest of the same level.
Warhammer bonus (5): +1 to attack rolls with the war hammer.

 

Elves Elves tend to be taller than dwarves, and shorter and slimmer than humans. Their features are angular and finely chiseled, and although elves may appear thin and weak, they are actually quick and strong. When circumstances dictate, elves can be fierce warriors, taking any steps necessary to protect themselves, their homes, and their friends. Most elves are between 5 and 5 1/2' tall and weigh about 110 pounds. They prefer to live in natural settings such as secluded forests and groves. They are chaotic by nature, and other races sometimes consider elves frivolous and aloof.

Elves are an extremely long-lived race, averaging about 1,200 years. This may explain some of their attitudes—life is to be taken slowly and enjoyed; never rush about to accomplish things; there is plenty of time for all activities. Elves enjoy singing, dancing, and looking for the natural beauty in everything they see.

Perhaps because they live so long, elves find it difficult to make friends with the shorter-lived races. Some elves don’t want to bother getting close to humans when those friends will die of old age so soon. However, elves who do make friends outside their race treat their comrades as equals. Friends—and enemies—are never forgotten.

Elves are fascinated by magic and devote time and energy to studying arcane forces. Even powerful human mages respect and admire elves’ understanding of magic.

The standard elven subraces are: aquatic, dark, gray, high, and wood. Player character elves can be the following classes: fighter, mage, cleric, or thief. They also can take the following multi-class combinations: fighter/mage, fighter/thief, fighter/mage/thief, or mage/thief.

Players who choose elves for their characters have 45 character points to spend on racial abilities. These points can be spent to customize an elf from the general skill list below, or they can be used to purchase a subrace’s skill package. Only 5 points can be retained for use later in the character creation process.

 

Aquatic Elves

Character point cost: 40

Aquatic elves, also called sea elves, live in oceans, lagoons, inlets, bays, and other bodies of salt water. They patrol the shallows and depths and rule from their courts of living coral. Though not often seen, when they are encountered it is common to find dolphins among them.

Aquatic elves serve to keep the evil inhabitants of the depths in check. Sahuagin are particularly hated foes, as are sharks that are large enough to threaten sea folk.

Skin colors vary from silver-green to pale blue. Hair is usually green or blue-green, matching the kelp beds where most sea elves make their homes. Their coloring helps conceal the elves from their natural predators. Aquatic elves have gill slits like fish, and they process the air they need out of the water. Unlike most fish, aquatic elves can live for some time out of water.

Aquatic elves can move about on land for a number of days equal to their Fitness scores. However, the longer they spend out of water, the weaker they become. For every two days spent out of the water, aquatic elves suffer a –1 penalty to all ability scores, and to proficiency checks and attack and damage rolls. If any ability or subability score reaches zero, the elf dies. Weakened elves recover within two turns when they return to salt water. Elves who enter fresh water do not recover, but the process of dehydration halts. Aquatic elves can stay in fresh water indefinitely. However, if an aquatic elf leaves fresh water, the dehydration process starts again.

Most aquatic elves are chaotic good, but player characters can be any alignment.

Languages: Aquatic elves begin play with knowledge of their own tongue, kuo-toa, sahuagin, dolphin. merman, and undersea common.

 

Aquatic Elves’ Special Abilities

Confer Water Breathing Stealth

Resistance Trident Bonus

Secret doors

 

Aquatic Elf Racial Penalties

Aquatic elves can be out of water only for a number of days equal to their Fitness scores. They cannot gain the elven attack bonus for bows, as such weapons are ineffective underwater.

 

Dark Elves

Character point cost: 45

The dark elves, also known as drow, live underground. Nearly all of them are evil, and they have used their cunning to become masters of much of the Underdark. Most intelligent creatures shun them. In many ways, dark elves are the twisted, corrupt versions of their above-ground relatives.

Drow have jet black skin, the better to hide their movements underground. And they tend to be shorter than other elves. The only other physical difference drow exhibit is their eyes, which glow a feral red—evidence, perhaps, of the hatred that burns in their hearts and minds.

Very few dark elves are of good alignment, and these are usually player characters.

Languages: Dark elves begin play with: drow, elf, gray dwarf, illithid, undercommon, kuo-toa, bugbear, and orcish.

 

Dark Elves’ Special Abilities

Infravision, 120' Spell abilities

Resistance Stealth

Secret doors

 

Dark Elf Racial Penalties

Dark elves suffer a –1 penalty on all rolls when exposed to bright sunlight or continual light spells. Lesser light sources do not bother them. All other elves hate dark elves, resulting in an initial reaction roll penalty of –2.

 

Gray Elves

Character point cost: 45

Gray elves are considered the most noble and reclusive of elvenkind, devoting time to improving their minds. Also known as the faerie, this race has withdrawn from the world around them, stepping forth only to combat great evils. To some—even other elves—this retiring nature makes gray elves seem aloof and uncaring. Indeed, the faerie can be haughty, disdaining contact with their cousins and considering themselves to be the highest, purest, most noble form of elf.

Tall and slender, gray elves have amber or violet eyes and silver or pale golden hair. They prefer to dress in white, silver, or golden yellow with cloaks of dark tones such as deep blue or purple.

Most gray elves are chaotic good, though player characters can be any alignment.

Languages: Gray elves begin with six languages of their choice. The languages are subject to the DM’s approval.

 

Gray Elves’ Special Abilities

Bow bonus Secret doors

Infravision, 60' Stealth

Resistance Sword bonus

Reason bonus

 

Gray Elf Racial Penalties

Due to their reclusive and often haughty ways, gray elf characters suffer a –1 reaction roll penalty when dealing with other elves, and a –2 penalty when encountering other races.

 

High Elves

Character point cost: 40

The most common type of elf, these are also the most open, friendly, and cooperative. High elves set the physical standards for elves, being about 5' tall and weighing about 110 pounds. High elves are the palest of all elves, with a skin tone resembling the color of fine cream. High elves usually have blond hair and blue eyes or darker hair, ranging from sandy brown to jet black, with intensely green eyes. High elves like to wear pastel shades. When out on a hunt or adventuring in the forest, high elves typically cover themselves in a cloak of forest green in the spring and summer and one of tan or russet in the autumn.

Most high elves are chaotic good, though as player characters they can be any alignment.

Languages: High elves begin with high elf, common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll.

 

High Elves’ Special Abilities

Bow bonus Secret doors

Infravision, 60' Stealth

Resistance Sword bonus

 

High Elf Racial Penalties

Because high elves are so friendly and open, they often take things—including illusions—at face value. High elves attempting to disbelieve something which is actually an illusion suffer a –2 penalty to the attempt.

 

Sylvan (Wood) Elves

Character point cost: 40

Sylvan elves, or wood elves as they also are known, descended from the same stock as other elves. However, they prefer to live a more primitive lifestyle, more in touch with their roots in the primeval forests they have made their homes. They are geared toward simple survival, and they concentrate on their environment rather than on philosophical debates and the study of magic. Sylvan elves enjoy the beauty of a singing bird, the patterns of an intricate spider web, and their own practice of tattooing. They are the most temperamental and emotional elves.

Sylvan elves are more muscular than other elves, and their complexions are darker. They have yellow to coppery-red hair and brown eyes, though some rare cases of hazel or blue eyes are known. Any sylvan elf born with hazel or blue eyes is considered a good omen for the tribe, believed to be destined for personal greatness. Sylvan elves normally dress in browns and greens, the better to blend in with the forest.

Unlike most of their brethren, sylvan elves tend toward neutral alignments, though player characters can be of any alignment.

Languages: Sylvan elves begin with their own dialect, in addition to elf, centaur, pixie, dryad, treant, and brownie. Sylvan elves rarely learn the common tongue, as they wish to have as little to do with the outside world as possible.

 

Sylvan Elves’ Special Abilities

Bow bonus Secret doors

Infravision, 60' Stealth

Resistance Spear bonus

 

Sylvan Elf Racial Penalties

On rare occasions when a sylvan elf leaves his forest (most often as a player character), the elf’s discomfort is visible. Anyone encountering a sylvan elf outside his home suffers a –1 reaction roll penalty, as the elf is uneasy around strangers.

 

Elven Abilities A character with leftover character points may select additional racial abilities after taking one of the standard subrace packages. Or, if the player wishes to create his own customized elven character, he can pick and choose from the list of elven abilities listed below. Abilities cost 5 to 15 character points; refer to the descriptions below.

Aim bonus (10): +1 to the Aim subability score. This negates the requirement that Dexterity subabilities must be within 4 points of each other. They can be within 5.
Balance bonus (10): +1 to the character’s Balance subability score. This negates the requirement that Dexterity subabilities must be within 4 points of each other. They can be within 5.
Bow bonus (5): +1 on attacks with long or short bows.
Cold resistance (5): +1 bonus on saving throws vs. cold- and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures.
Companion (10): The elf gains the companionship of a cooshee or an elven cat. See the Animal Master kit for more specifics on companion animals.
Confer water breathing (10): Once a day, the elf can confer the ability to breathe water upon another individual or creature. This ability lasts one hour for every level of the elf conferring the ability. For example, a 6th level aquatic elf thief could confer water breathing on another for six hours.
Dagger bonus (5): +1 attack roll bonus with daggers.
Heat resistance (5): +1 bonus on saving throws vs. heat- and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures.
Infravision (10): 60' infravision range.
Javelin bonus (5): +1 attack roll bonus when using a javelin.
Less sleep (5): The elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Magic identification (10): A 5% chance per experience level of identifying the general purpose and function of any magical item, reflecting their interest in the arcane. This is as per the bard ability—see The Player’s Handbook for more information.
Reason bonus (10): +1 to the Reason subability, due to gray elves’ devotion to developing their intellects.
Resistance (10): 90 percent resistant to sleep and charm-related spells.
Secret doors (5): because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Speak with plants (10): Once a day, the elf can use the speak with plants ability, as a priest of the same level.
Spear bonus (5): +1 attack roll bonus when using a spear.
Spell Abilities (15): Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add, levitate, detect magic, and know alignment.
Stealth (10): When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a –4 penalty, a –2 if the elf has to open a door.
Sword bonus (5): +1 on attack rolls using a short sword or a long sword.
Trident bonus (5): +1 on attack rolls when using a trident.

 

Gnomes Distantly related to dwarves, gnomes are smaller—averaging 3–31_2' tall and weighing about 70 pounds. Gnomes have deep tan or brown skin and white hair. The most distinguishing feature are their noses, in which they take great pride. For some reason, all gnomes have very large noses—compared to the rest of their facial features.

The average life span for a gnome is 350 years. Gnomes tend to live in hilly meadows and rocky woodlands. Their small size makes them wary of larger races, though gnomes are not hostile unless the larger folk are evil.

Gnomes are much less dour than their dwarven relatives, with sly and lively senses of humor. Many people—mostly gnomes—say that gnomes have elevated practical jokes to an art form. Gnomes also love living things and finely wrought items of all types. But most especially they love gems and jewelry and are considered by many to be the best gem cutters and jewelers in existence.

Gnomes have some difficulty using enchanted items. All magical items used by a gnome—that are not specially suited to his class—have a 20% chance (on 1d100 roll) to malfunction. A check for malfunction is made every time the character attempts to use the item, and a malfunction affects only the current attempt. If the check is passed, the item performs until it is turned off, put away, or its duration expires. Malfunction checks apply to magical wands, rods, staves, rings, amulets, potions, horns, jewels, and all other items except weapons, shields, armor, gauntlets, illusionist trappings, girdles, and—if the gnome is a thief—items that mimic thieving abilities. Malfunction checks do not apply to gnome priests using clerical magical items.

Also like dwarves, if a gnome possesses a cursed item that malfunctions, he will recognize the nature of the item and can safely dispose of it.

The standard gnomish subraces are deep, rock, and forest gnomes. Gnome characters can choose from the following classes: fighter, thief, cleric, or illusionist. Gnomes also can be multi-classed, mixing any two—but not more—of the above classes.

Players who choose gnomes for their characters have 45 character points to spend on racial abilities. These points can be spent to customize a gnome from the general skill list below, or they can be used to purchase a subrace’s skill package. Only 5 points can be retained for use later in the character creation process.

 

Deep Gnomes

Character point cost: 45

Most surface dwellers consider deep gnomes, or svirfneblin as they call themselves, to be the gnomish equivalents of gray dwarves and dark elves—evil counterparts of their above-ground cousins. This is untrue. Deep gnomes are no more or less evil than their surface-dwelling cousins, and their notorious reputation is a result of ignorance and mistaken association.

Deep gnomes tend to be smaller than other gnomes, but their wiry frames are just as strong. They also prefer to wear cool tones that reflect their stony underground habitats. Most males are bald, while females tend to have stringy gray hair.

The majority of deep gnomes are neutral with good tendencies, but player characters can be of any alignment.

Languages: Deep gnomes begin with the following languages: svirfneblin, gnome, common, undercommon, dark elf, kuo-toa, and the bizarre language of earth elementals.

 

Deep Gnomes’ Special Abilities

Dart bonus Mining detection abilities

Freeze Saving throw bonus

Infravision, 120' Stealth

Melee combat bonus*

* Svirfneblin only gain defensive adjustments; they have no attack roll bonuses versus particular enemies.

 

Deep Gnome Racial Penalties

Due to their unfortunate reputation, deep gnomes suffer a –2 reaction roll penalty when initially encountering individuals of other races.

 

Forest Gnomes

Character point cost: 45

Forest gnomes are less common than rock gnomes. They fill an important niche in the ecology of the woodlands, caring for small plants and animals that other races sometimes overlook. Unlike other gnomes, forest gnomes prefer to make their homes above ground in small log cabins or in large, hollow trees.

The smallest of gnomes, they average only 21_2' in height. They share the physique of rock gnomes—though their noses are not quite as large. Forest gnomes wear their hair and beards long, and the color runs from brown to black in their youth, fading to gray or white with age. Their skin tends toward a greenish cast to tan, rather like some tree barks, and their eyes are blue or brown.

Although most forest gnomes are neutral good, player characters can claim any alignment.

Languages: Forest gnomes speak their own dialect, gnome, treant, dryad, brownie, satyr, and pixie.

 

Forest Gnomes’ Special Abilities

Animal friendship Melee combat bonuses*

Forest movement Saving throw bonus

Hide

* Forest gnomes may apply their defensive adjustment when fighting any man-sized or larger creatures; their racial enemies are orcs, lizard men, troglodytes, or any creature which they have directly observed damaging woodlands.

 

Forest Gnome Racial Penalties

Forest gnomes cannot have infravision.

 

Rock Gnomes

Character point cost: 40

Rock gnomes are the most common gnomes, and they can be encountered in a variety of climates and environments. The most noticeable feature of the rock gnome is his nose. All gnomes have large noses, but rock gnomes sport the biggest noses of all. Rock gnomes love gems, especially diamonds bigger than their noses.

Rock gnomes stand about 31_2' tall and weigh about 70 pounds. Eye color is predominately blue, although green or brown are seen occasionally. Their hair is usually white or pale gray.

Rock gnomes are typically neutral good, but player characters can choose any alignment.

Languages: Rock gnome player characters start with: common, dwarf, gnome, halfling, goblin, kobold, and the simple languages of burrowing mammals—moles, badgers, etc.

 

Rock Gnomes’ Special Abilities

Infravision, 60' Mining detection abilities

Melee combat bonuses Saving throw bonus

 

Rock Gnome Racial Penalties

None.

 

Gnome Abilities A character with leftover character points may select additional racial abilities after taking one of the standard subrace packages. Or, if the player wishes to create his own customized gnome character, he can pick and choose from the list of gnome abilities listed below. Abilities cost either 5 or 10 character points; refer to the descriptions below.

Animal friendship (10): Once a day a gnome gains an animal friendship spell ability, as the priest spell, with respect to burrowing animals.
Melee Combat bonus (10): +1 bonus on their attack rolls vs. kobolds and goblins—the gnomes’ traditional rivals for space and resources. Also, gnolls, bugbears, ogres, half-ogres, ogre magi, trolls, giants, and titans suffer a –4 penalty on their attack rolls vs. gnomes.
Dagger bonus (5): +1 to attack rolls with daggers.
Dart bonus (5): +1 to attack rolls with darts, their preferred missile weapon.
Defensive bonus (5): +1 to Armor Class when in their native underground environment.
Engineering bonus (5): If the gnome has the engineering proficiency, he gains a +2 bonus to the proficiency score.
Forest movement (10): The ability to pass without trace through their native woodland as the druidic ability.
Freeze (10): the ability to "freeze" in place in their underground environment. This gives them a 60% chance not to be noticed by passersby.
Hide (10): the ability to hide in woods with a chance equal to a thief of the same level’s hide in shadows ability.
Infravision (10): 60' infravision range.
Mining Detection Abilities (10): A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

Determine the approximate depth underground, 1–4 on 1d6.

Determine approximate direction underground, 1–3 on 1d6.

Detect any grade or slope in the passage they are passing through, 1–5 on 1d6.

Detect unsafe walls, ceilings, or floors, 1–7 on 1d10.

Short sword bonus (5): +1 to attack rolls with short swords.
Saving Throw Bonus (5): like dwarves, gnomes are resistant to most magic. This grants them a bonus to all saving throws vs. magical wands, staves, rods, and spells. This bonus is determined by the character’s Health sub-ability score. For every 3 1/2 points of Constitution/Health, the gnome receives a +1 bonus. These bonuses are summarized on the chart below.

Score Bonus

4–6 +1

7–10 +2

11–13 +3

14–17 +4

18–20 +5

Potion identification (5): A gnome with this ability has a percentage chance equal to his Wisdom score of identifying a potion by appearance and scent.
Reason bonus (10): +1 bonus to the Reason subability.
Sling bonus (5): +1 bonus "to hit" when using a sling.
Stealth (10): If the gnome is not in metal armor, a –4 penalty is applied to opponent’s surprise rolls if the gnome is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The gnome is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls.

 

Halfling Most halflings are about 3' tall and weigh 60 to 70 pounds. They are generally plump, with round, broad, and often florid faces. They have curly hair atop their heads and on the tops of their typically bare feet. The average life expectancy of a halfling is 150 years.

Halflings are a sturdy and industrious people, generally quiet and peaceful. They enjoy all the creature comforts, and while not overly ambitious, they are friendly and open. Their homes are well-furnished burrows, and most of their work is done out in the sunshine. Halflings get along with the others races, including humans, and they can be found in practically any civilization.

The standard halfling subraces are: hairfoot, stout, and tallfellow. Halfling characters can be of the following classes: cleric, fighter, or thief. The race’s multi-class options are limited to fighter/thief.

Players who choose halflings for their characters have 35 character points to spend on racial abilities. These points can be spent to customize a halfling from the general skill list below, or they can be used to purchase a subrace’s skill package. Only 5 points can be retained for use later in the character creation process.

 

Hairfoot Halflings

Character point cost: 30

The most common halfling, hairfoots prefer rural settings. They are a practical people, and there are many bakers, millers, farmers, and innkeepers in their society. Averaging 3' tall, hairfoots are stockier than their cousins. Their complexions run from pale peach to ruddy to dark brown, and their eyes are usually black or dark brown. Their hair can be blond, brown, red, black, and shades in between—though with few exceptions it is always curly. Hairfoots are distinguished from other halflings by their lack of facial hair.

Most hairfoots are lawful good, though player characters can be of any alignment.

Languages: Hairfoots can begin with any four halfling, human, or elf dialects.

 

Hairfoots’ Special Abilities

Attack bonus Stealth

Saving throw bonuses

 

Hairfoot Racial Penalties

None.

 

Stout Halflings

Character point cost: 35

Stouts are not as common as hairfoots, and they tend to be stockier. As a result, they also tend to be stronger. Stouts usually live apart from human societies, choosing instead to live near dwarves. There may be some dwarven blood somewhere in the stouts’ ancient past.

Ruddy in complexion, stouts vividly blush when pleased or embarrassed. Their hair tends to be light, and their eyes usually are blue, gray, or green. They favor practical, sturdy clothes, such as well-cured leather. They are the most industrious of all halflings, and are even comfortable around bodies of water and boats.

Most stouts are lawful good, though players can choose any alignment for their characters.

Languages: Stouts can begin with any six halfling, human, or dwarven dialects.

 

Stout Racial Abilities

Attack bonus Saving throw bonuses

Infravision, 60' Stealth

Mining detection abilities

 

Stout Racial Penalties

Stouts suffer a –1 penalty on reaction rolls from elves because of the halflings’ friendship with dwarves.

 

Tallfellow Halflings

Character point cost: 35

These halflings are the tallest and slimmest of their kind, averaging a little over 4' tall. Their favorite locale is temperate woodlands. As such, they often live nearer to elves than humans.

They usually wear their hair long, sometimes covered with small caps. And they tend to wear clothes of greens and tans to help them blend into the woods. Tallfellows are the best carpenters, and they often live in spacious above-ground wooden houses. When they need to travel, tallfellows prefer riding small ponies to walking.

Most tallfellows are lawful good, but player characters can be of any alignment.

Languages: Tallfellows begin with the following languages: common, halfling, elf, gnome, centaur and dryad.

 

Tallfellow Racial Abilities

Attack bonus Secret Doors

Hide Stealth

Saving throw bonuses

 

Tallfellow Racial Penalties

Tallfellows suffer a –2 reaction roll penalty vs. dwarves, due to the halflings’ friendship with elves.

A character with leftover character points may select additional racial abilities after taking one of the standard subrace packages. Or, if the player wishes to create his own customized halfling character, he can pick and choose from the list of halfling abilities listed below. Abilities cost either 5 or 10 character points; refer to the descriptions below.

Aim bonus (10): +1 to the halfling’s Aim subability score.
Attack bonus (5): +1 attack bonus with hurled weapons and slings.
Balance bonus (10): +1 to the Balance subability. This allows the character to have up to a difference of 5 in the Dexterity subability scores.
Detect evil (5): Halflings are very perceptive. Once a day a halfling with this ability can detect evil in creatures or individuals. This ability does not function on items or locations.
Detect secret doors (5): The halfling can detect secret and concealed doors, as an elf
Hide (10): the ability to hide in woods with a chance equal to a thief of the same level’s hide in shadows ability.
Health bonus (10): +1 to the halfling’s Health subability score.
Infravision (5): Infravision with a 30' range, which indicates some stout blood in the character’s lineage.
Mining Detection Abilities (5): A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

Determine approximate direction underground, 1–3 on 1d6.

Detect any grade or slope in the passage they are passing through, 1–3 on 1d4.

Reaction bonus (5): +1 to reaction rolls due to other races’ acceptance of halflings.
Saving Throw Bonuses (10): Halflings have a high resistance to magical spells and poison. This natural block grants halfling characters a bonus to all saving throws vs. magical wands, staves, rods, and spells, and applies vs. any poisonous or toxic substances. This bonus is determined by the character’s Constitution/Health score. For every 3 1/2 points of Health, the character receives a +1 bonus. These bonuses are summarized below. Halflings—unlike dwarves and gnomes—are not hindered when using magical items.

Score Bonus

4–6 +1

7–10 +2

11–13 +3

14–17 +4

18–20 +5

Stealth (10): Like elves, halflings gain a bonus to surprise opponents, but only if the halfling is not wearing metal armor. The halfling can move so quietly that opponents suffer a –4 penalty to their surprise rolls. If the halfling must open a door or move aside some other obstruction, this penalty is reduced to –2.
Taunt (5): Once a day the halfling can taunt someone, as per the 1st level wizard spell.

 

Half-Elves Half-elves are the offspring of human and elf parents. They average 5 1/2' tall and weigh about 150 pounds. They possess elements of both parents’ heritages, and can be the following classes: cleric, druid, fighter, ranger, mage, specialist wizard, thief, or bard. Multi-class combinations are: cleric (or druid)/fighter, cleric (or druid)/fighter/mage, cleric/ranger, cleric (or druid)/mage, fighter/mage, fighter/thief, fighter/mage/thief, and mage/thief.

Half-elves can be any alignment.

Half-elves comprise a single subrace (see below).

Players who choose half-elves for their characters have 25 character points to spend on racial abilities. These points can be spent to customize a half-elf from the general skill list below, or they can be used to purchase the subrace’s skill package. Only 5 points can be retained for use later in the character creation process.

If the player wishes to create his own customized half-elf character, he can pick and choose from the list of half-elf abilities listed below. Abilities cost either 5 or 10 character points; refer to the descriptions below.

Points

Title

Description

20 Half-Elf Standard Racial Abilities Infravision, 60' Resistance Languages* Secret Doors

* Common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll

5 Bow bonus +1 to attack rolls with any bows other than crossbows.
5 Cold resistance +1 bonus on saving throws vs. cold- and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures.
5 Detect secret doors because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
10 Health bonus +1 bonus to the character’s Health subability score; the score can be up to 5 points higher than the character’s Fitness score.
5 Heat resistance +1 bonus on saving throws vs. heat- and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures.
10 Infravision Infravision with a range of 60'.
5 Less sleep The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
5 Resistance 30% resistance to sleep and charm spells.
10 Stealth When the half-elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a –4 penalty, a –2 if he has to open a door.
5 Sword bonus +1 to attacks with long swords or short swords.

 

Half-Orc Another example of a hybrid, half-orcs are products of human and orc parents. Of a height similar to half-elves, half-orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive to deep tan, and their hair can be blond, red, brown, black, gray, and shades in between. Half-orcs can be members of the following classes: fighter, cleric, or thief. They can be multi-classed in any two classes, but not three. Half-orcs can be of any alignment.

Players who choose half-orcs for their characters have 15 character points to spend on racial abilities. These points can be spent to customize a half-orc from the general skill list below, or they can be used to purchase the subrace’s skill package. Only 5 points can be retained for use later in the character creation process.

 

Half-Orc Standard

Racial Abilities (10)

Infravision, 60'

Languages*

* Common, orc, dwarf, goblin, hobgoblin, and ogre.

 

Half-orc Penalties

In human societies, half-orcs suffer a –2 reaction roll penalty.

If the player wishes to create his own customized half-orc character, he can pick and choose from the list of orc abilities listed below. Abilities cost either 5 or 10 character points; refer to the descriptions below.

Active sense of smell (5): The character’s sense of smell is sensitive enough to give a +1 bonus to surprise rolls.
Acute taste (5): The character’s sense of taste is so sensitive he gains a +2 bonus to saving throws vs. imbibed poisons.
Attack bonus (5): +1 attack bonus with one weapon of the player’s choice.
Damage bonus (5): +1 damage bonus with one weapon of the player’s choice.
Fitness bonus (10): +1 bonus to the character’s Fitness subability score, due to his hardy heritage. The character’s Fitness score may be up to 5 points higher than his Health subability score.
Infravision (10): Infravision with a 60' range.
Mining Detection Abilities (5): A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

Detect any grade or slope in the passage they are passing through, 1 on 1d4.

Detect new construction in stonework., 1–2 on 1d6.

Stamina bonus (10): +.1 bonus to the character’s Stamin0a subability score. The character’s Stamina score may be up to 5 points higher than his Muscle subability score.

 

Half-Ogre This hybrid comes from ogre and human parents. They average 7–8' tall, have ruddy complexions, dark hair, and dark eyes. They look like huge humans. Half-ogres can be fighters or clerics, and they cannot be multi-classed. Half-ogres can be any alignment.

Players who choose half-ogres for their characters have 15 character points to spend on racial abilities. These points can be spent to customize a half-ogre from the general skill list below, or they can be used to purchase the subrace’s skill package. Only 5 points can be retained for use later in the character creation process.

 

Half-Ogre Standard Racial Abilities (10)

Languages*

Tough Hide

* Common, ogre, orc, troll, stone giant, and gnoll.

 

Half-ogre Penalties

Half-ogres qualify as Large creatures and suffer more damage from many weapons. Also, certain smaller races enjoy combat bonuses against half-ogres.

If the player wishes to create his own customized half-ogre character, he can pick and choose from the list of half-ogre abilities listed below. Abilities cost either 5 or 10 character points; refer to the descriptions below.

Attack bonus (5): +1 attack bonus with one melee weapon.
Damage bonus (5): +1 to damage rolls with one melee weapon
Fitness bonus (10): +1 bonus to the character’s Fitness subability score, due to his hardy heritage. The character’s Fitness score may be up to 5 points higher than his Health subability score.
Hit point bonus (10): One additional hit point whenever new hit points (for advancing to a new level) are rolled.
Infravision (5): Infravision with a 30' range.
Muscle bonus (10): +1 bonus to the character’s Muscle subability score, due to his great size. The character’s Muscle score may be up to 5 points higher than his Stamina subability score.
Poison resistance (5): +1 to saving throws versus poison.
Tough hide (5): Half-ogres have a natural Armor Class of 8. If the character wears armor that would improve his AC to better than 8, this ability has no effect. If the character wears armor that gives him an AC of 8 or worse, he may add a +1 bonus to his Armor Class.

 

Humans Humans can advance without limit in all character classes. This is a standard human ability and costs no character points. Humans receive 10 character points. These can be spent on various weapon or nonweapon proficiencies or saved for use during the game. In addition, humans can spend the points to choose from the following abilities.

Points

Title

Description

5 Attack bonus +1 to attack with any weapon of the human’s choice.
10 Balance bonus +1 bonus to the character’s Balance subability score. The character’s Balance score may be up to 5 points higher than his Aim subability score.
10 Experience bonus +5% experience point bonus. This is cumulative if the human meets the class requirements to gain a 10% experience point bonus.
10 Health bonus +1 bonus to the character’s Health subability score. The character’s Health score may be up to 5 points higher than his Fitness subability score.
10 Hit point bonus One additional hit point whenever new hit points (for advancing to a new level) are rolled.
10 Secret doors A human with a trace of elven blood may have the ability to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows the character a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, the character’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
10 Tough hide A few rare human characters have a natural Armor Class of 8. If the character wears armor that would improve his AC to better than 8, this ability has no effect. If the character wears armor that gives him an AC of 8 or worse, he may add a +1 bonus to his Armor Class.

 

Other Races At the DM’s option, players may choose almost any manner of being as a player character. For example, the Dark Sun� campaign allows players to run half-giant characters, dwarf/human crossbreeds, or feral halflings—all with ability scores ranging from 5 to 20 instead of 3 to 18. If a player has a specific character race from an unusual campaign world that he wishes to use, DMs can simply skip the selection of Racial Abilities and take the character race with all its benefits and hindrances exactly as it appears. Generally, players may not customize these unusual races, and they receive zero character points for selecting a non-standard race.

For the DM’s convenience, a short list of common humanoid and monstrous character races is provided on page 42, with standard abilities and hindrances. These creatures appear in The Complete Book of Humanoids and The Monstrous Manual™, and more detailed descriptions of their lifestyles and societies can be found in those books. A player can choose one of these races for his character if the DM agrees, but the character gains no additional character points in this step.

The races described here include: aarakocra, alaghi, bugbear, bullywug, centaur, flind, giff, githzerai, gnoll, goblin, hobgoblin, kobold, lizard man, minotaur, mongrelman, ogre, orc, satyr, swanmay, thri-kreen, and wemic.

 

Ability Score Requirements

Just like demihumans, characters must qualify for these optional races by meeting certain ability score criteria. The ability score adjustments noted are applied after a character has met the required scores. Some of these adjustments can elevate a humanoid or monstrous character to ability scores of 19 or 20, or reduce a characteristic to 2.

 

Race Str Dex Con Int Wis Cha

Aarakocra 4/17 7/17 6/17 3/18 3/17 3/18

Alaghi 10/17 3/17 12/18 5/18 3/16 3/16

Bugbear 7/17 8/17 8/18 4/17 3/18 4/15

Bullywug 6/18 4/18 6/18 4/15 3/16 4/15

Centaur 11/18 5/18 10/17 3/16 3/17 3/18

Flind 7/17 6/18 6/18 3/16 3/16 4/17

Giff 14/18 3/15 10/18 3/15 3/16 3/17

Githzerai 3/18 3/18 3/18 3/18 3/18 3/18

Gnoll 5/17 5/18 5/18 4/15 3/16 4/15

Goblin 5/16 4/17 5/16 3/18 3/18 4/13

Hobgoblin 6/18 6/18 5/18 3/18 3/18 4/15

Kobold 4/17 4/18 5/16 3/17 3/18 3/14

Lizard man 8/18 3/18 6/18 3/17 3/18 3/16

Minotaur 10/18 5/14 10/18 5/14 5/18 5/18

Mongrelman 6/17 6/18 8/18 4/18 3/18 3/9

Ogre 14/18 3/8 12/18 4/10 3/9 4/10

Orc 5/17 3/17 8/18 3/16 3/16 5/14

Satyr 6/18 8/18 6/17 4/18 3/18 3/17

Swanmay 13/18 12/17 14/18 9/18 13/17 9/18

Thri-kreen 8/18 12/18 5/18 5/18 5/18 3/15

Wemic 10/17 7/18 11/18 3/18 3/18 3/18

 

Racial Ability Score Adjustments

After selecting a race, modify the character’s ability scores as shown below.

 

Race Adjustments

Aarakocra +1 Dexterity,-1 Strength, –1 Constitution

Alaghi +2 Strength, –2 Intelligence

Bugbear +1 Strength,-1 Intelligence, –1 Charisma

Bullywug +1 Dexterity,-1 Intelligence, –1 Charisma

Centaur +1 Constitution, +1 Wisdom, –2 Dexterity

Flind +1 Strength, –1 Charisma

Giff +2 Strength, –1 Dexterity, –1 Intelligence

Githzerai None

Gnoll +1 Strength, –1 Intelligence, –1 Charisma

Goblin –1 Strength, –1 Charisma

Hobgoblin –1 Charisma

Kobold –1 Strength, –1 Constitution

Lizard man None

Minotaur +2 Strength, +2 Constitution, –2 Wisdom, –2 Charisma

Mongrelman –1 Intelligence, –1 Charisma, +1 one other score

Ogre +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma

Orc +1 Strength, –2 Charisma

Satyr +1 Dexterity, +1 Constitution, –1 Intelligence, –1 Charisma

Swanmay +1 Dexterity, +1 Wisdom

Thri-kreen +1 Dexterity, +1 Wisdom, –1 Intelligence, –1 Charisma

Wemic +1 Strength, –1 Dexterity

 

Humanoid and Monstrous Character

Level Limits by Class

Race Fighter Ranger Priest Wizard Thief Bard

Aarakocra 11 – 7 – 11 –

Alaghi 12 – Druid 12 – – –

Bugbear 12 – Cleric 8 – 9 –

Bullywug 10 – 7 – 9 –

Centaur 12 10 Druid 14 12 – 12

Flind 12 – Cleric 9 – 11 –

Giff 11 – Cleric 8 – 9 –

Githzerai 9 – – 12 15 –

Gnoll 11 – Cleric 9 – 11 –

Goblin 10 – Cleric 9 – 12 –

Hobgoblin 11 – Cleric 9 – 12 –

Kobold 8 – Cleric 9 – 12 –

Lizard man 12 – 7 – 9 –

Minotaur 12 8 7 8 10 –

Mongrelman 10 – Cleric 10 10 8 8

Ogre 12 – 3 – – –

Orc 10 – Cleric 9 – 11 –

Satyr 11 7 – – 11 –

Swanmay – 14 Druid 12 – – –

Thri-kreen 16 12 12 – – –

Wemic 12 – 7 – – 10

 

Abilities and Restrictions

a. Charge Attack: The creature is capable of making a charge attack, gaining a +2 bonus to attack and inflicting double damage with an impaling weapon such as a spear, javelin, or lance. Aarakocra perform a diving attack, centaurs charge like knights, and bullywugs leap at their enemies.

b. Move Silently: The creature can move silently, as the thief ability, with a base success of 40%, +5% per level.

c. Hide in natural settings: The creature can hide in natural settings, just as a thief can hide in shadows. The base success chance is 35%, plus 5% per level. If a flat percentage score appears next to this ability, use this score instead; for example, a satyr’s abilities include c(90%), which means that a satyr has this ability with a 90% success chance.

d. Infravision: The character possesses infravision (the ability to see in the dark) to a range of 60 feet.

e. Surprise opponents: When alone or with a group of similarly stealthy creatures, the character gains a bonus on his chance to surprise his enemies. Bugbears inflict a –3 penalty on opponents’ surprise checks. A bullywug using its chameleon power inflicts a –2 penalty to opponent’s surprise checks, or a –6 if the bullywug attacks with a leap from a place of concealment.

f. Amphibious: The character is at home in either water or air environments. Combat penalties for fighting in water do not apply to the character, although using Type S or B weapons underwater is still very difficult. Bullywugs are true amphibians and can breathe water; lizard men are still air-breathers, but they can hold their breath for a number of rounds equal to 2_3 their Constitution score before checking for drowning.

g. Leap: The character’s powerful leg muscles enable him to make astounding leaps, bounding up to 30 feet forward or 10 feet into the air. Leaping to close with an enemy is considered a charge attack, and the character suffers double damage if he lands on a spear or similar weapon set against a charge. Bullywugs gain the special ability to inflict double damage with a leap. Note that thri-kreen can actually leap 50 feet forward or 20 feet in the air, but they do not gain this ability until they reach 3rd level.

h. Detect new construction: The creature has natural skills for mining, and can spot new or unusual construction with the percentage score noted. This is similar to the dwarven or gnome abilities as described earlier in this chapter.

i. Detect sloping passages: The creature can note subtle grades or slopes in underground passageways and chambers with the percentage score noted.

j. Detect sliding or shifting walls: The creature can detect walls that move or shift with the percentage score noted.

k. Attacked last: The character comes from a race notorious for its cowardice and ineffectiveness in combat. Consequently, enemies are likely to dismiss the character as a negligible threat and concentrate their attacks on other, more impressive, members of the character’s party unless the character displays some unusual prowess, powerful magic, or skill.

l. Hard to surprise: The monstrous character’s keen senses make it very difficult to surprise him. The character receives a +2 bonus to all surprise checks.

m. Tracking: The character’s sense of smell is so acute that he can track, as per the tracking proficiency, with a 50% chance of success. Normal modifiers for old or confused trails may apply.

n. Spell immunity: Minotaurs have the unique power of immunity to maze spells, due to their familiarity with labyrinths and other such places.

o. Fearlessness: Minotaurs also enjoy a +3 saving throw bonus versus fear, including fear, scare, cause fear, or emotion spells, dragon fear, and similar effects.

p. Sound mimicry: Mongrelmen have the ability to perfectly imitate any sound they hear. They cannot create magical effects such as a harpy’s song, a sphinx’s roar, or a shout spell by imitating these sounds, although they can duplicate the non-magical aspects of these sounds exactly.

q. Pick pockets: Mongrelmen also have the ability to pick pockets as the thief ability, with a success chance of 70% plus 5% per level.

r. Create magical pipes: Satyrs can create pan pipes that can cast charm, sleep, or cause fear effects within a 60 foot radius. To gain this ability, the satyr must invest 4 character points in the music/instrument trait when first created, and then devote 2 character points to the Music proficiency at least three times. He can’t spend more than 2 character points per level on the proficiency, so the earliest he can gain this ability is at 3rd level. The pipes themselves are easily crafted and have no magical properties; it’s the satyr’s unearthly skill that creates the magical effects.

s. Magic resistance: The character is magic resistant. Giff have a flat 10% magic resistance, while githzerai have a magic resistance of 5% per level—for example, a 6th-level githzerai has a magic resistance of 30%.

t. Antennae: A thri-kreen’s antennae give it a sensitivity to motion and serve to lessen darkness-based combat penalties by 1 point while fighting enemies within 15 feet.

u. Paralyzing bite: At 5th level, a thri-kreen gains the ability to paralyze its prey with a bite. The victim must save versus poison or be paralyzed 2–16 rounds (1–8 rounds if larger than man-sized, or only 1 round if size H or larger.)

v. Dodge missiles: At 7th level, a thri-kreen gains the ability to dodge thrown or fired missiles with a roll of 9 or better on a d20.

w. Racial weapons: At 5th level, a thri-kreen automatically gains proficiency in the chatkcha, a crystalline throwing wedge commonly used by the mantis warriors. At 7th level, the character gains proficiency in the gythka, a thri-kreen polearm. Consider these weapons to be equal to a javelin and a bill-guisarme respectively for damage, range modifiers, etc.—but note that the chatkcha returns to its thrower if it misses its target.

x. Swan form: Swanmays may polymorph themselves into a swan form at will. While in swan form, they can only be struck by +1 or better weapons, can fly at the listed rate, and have a magic resistance of 2% per level. A swanmay’s equipment and belongings remain behind when she transforms. The swanmay requires a magical token (a cloak, ring, or similar item) to perform her transformation, and if she loses it she can no longer transform until she gets it back.

 

Penalties

y. Claustrophobia: Aarakocra are extremely claustrophobic and are uncomfortable indoors or underground. An aarakocra character suffers a –3 penalty to attack rolls in such settings.

z. Size: A number of monstrous characters enjoy the mixed blessings of being a Size Large (L) creature. While this permits them to wield large weapons in a single hand, or even use huge weapons with both hands, it also means that they suffer damage as large creatures.

aa. Dehydration: A character with this restriction is vulnerable to dehydration if he spends too much time out of the water. The character must wet his entire body (a water skin full will do) three times per day, or lose 2 points of Constitution per missed bath. If the character’s Constitution falls to 0, he dies of dehydration.

bb. Light: Many humanoids are accustomed to darkness, and they find bright light to be disorienting and painful. A character with this weakness suffers a –1 penalty to attacks in daylight or within the radius of continual light spells.

cc. Racial enmity: Some humanoids are the natural enemies of common demihuman races, who have evolved special fighting techniques to combat them. Dwarves gain a +1 bonus to attack rolls against orcs, goblins, and hobgoblins; gnomes gain a +1 bonus to attack rolls against kobolds and goblins. In addition, ogres suffer a –4 penalty to hit dwarves, and ogres, bugbears, and gnolls suffer a –4 penalty to hit gnomes.

dd. Hideous appearance: Mongrelmen are so warped in appearance that they have an effective Charisma of 1 (a –7 penalty) for purposes of Reaction Checks.

ee. Easily distracted: Satyrs are very susceptible to distraction. Encountering a female of 15 or higher Charisma causes the satyr to forget everything except the idea of wooing the woman for 1–6 full turns, or even more if she is at all friendly. Even a bitter enemy can fascinate the satyr if she makes any effort at all, and in all circumstances satyrs have to succeed in a saving throw versus spells to consciously harm a beautiful woman—or ignore her. A bottle of strong drink can have the same effect.

ff. Inhuman form: Some monstrous characters are restricted from wearing armor or some magical items by their body form. For example, thri-kreen and alaghi cannot wear armor; centaurs, wemics, or bullywugs can’t wear magical boots or magical armor due to their unusual shapes; and so on. In a questionable case, the DM should decide if a character can use a piece of equipment or not using his best judgment of the situation.

 

 

The Races

 Aarakocra

Aarakocra are a race of intelligent bird-men who live among the highest mountain peaks. The average aarakocra stands about five feet tall, with a wingspan of nearly 20 feet. An aarakocra’s feet are powerful talons that can be used to grasp and manipulate objects, and it also has small wing-hands about halfway along the leading edge of each wing. Like all true avians, aarakocra have hollow bones, and most weigh no more than 80 or 90 pounds. The aarakocras’ voices are not well-suited for common, and they punctuate their speech with caws, screeches, and whistles.

Aarakocra are strong and swift fliers, and they can make a special diving attack with a drop of 200 feet or more. They receive no penalties for aerial missile fire. Aarakocra avoid grappling or combat on the ground, but their talons and beak serve as formidable weapons in a pinch. As a race, aarakocra are extremely claustrophobic, and dislike being indoors or underground.

 

Alaghi

Distant cousins of the yeti, alaghi are forest-dwelling humanoids with barrel chests, short legs, and long, powerful arms. Their necks are thick and short, and their heads tend to be broad and flat with wide jaws. Alaghi are covered from toe to crown in long, thick hair ranging in hue from charcoal gray to reddish brown. Alaghi stand well over six feet tall and weigh more than 300 pounds.

Most alaghi live as semi-nomadic hunter-gatherers. They tend to be shy and peaceful creatures, with a driving sense of curiosity. Alaghi love riddles and games of strategy, especially a good game of chess. Alaghi tend to hoot and hiss when they speak, and their fearsome size and power can often frighten people who are not used to them.

 

Bugbear

Bugbears are the largest variety of goblinkind, standing about seven feet tall with muscular frames. They have light yellow to light brown hides, with thick coarse hair and bestial eyes. Their ears are large and prominent, and their mouths are full of sharp fangs. Bugbears are true carnivores, with keen sight and hearing, and they can move with amazing stealth when they try.

Most bugbears live by plundering and ambush, taking slaves and eating anything they kill. A player character bugbear is an extremely unusual representative of his species who must struggle to control a vicious temperament and natural inclination to bully those weaker than himself. Even the most honorable bugbears can be fatally misled by avariciousness and hunger for power.

 

Bullywug

Bullywugs are bipedal frog-like amphibians inhabiting swamps, marshes, and other dank locations. They are covered with smooth, mottled green hide, with huge frog-like faces and bulging eyes. Bullywugs are strong swimmers and comfortable in water or out of it, but they are vulnerable to dehydration once they leave their native swamps.

A player character bullywug is actually a member of an advanced variety of this species, since most bullywugs are savages and marauders of the worst sort. Common bullywugs are scarcely able to wield a stone spear or club, but advanced bullywugs are able to wear armor and use most human weapons with little trouble.

 

Centaur

These powerful and noble creatures have the torso and upper body of a human and the lower body of a horse. They are a strong and proud race, easily offended and impulsive. Centaurs can make use of any human weapon, but they’re especially fond of oaken clubs, longbows, and medium lances, the latter of which they can wield in the same fashion as a human rider on a medium warhorse.

Centaur society is generally pastoral and peaceful, but they can be fierce warriors when the need arises. Like many woodland creatures, they have a great respect for nature’s balance, and try not to disturb the world they live in. Centaurs are on good terms with elves, gnomes, and halflings, but they are suspicious of humans and dwarves.

 

Flind

Flinds are warlike humanoids with many of the worst traits of hyenas and similar scavengers. They are covered with mangy brown or reddish-brown fur, with bestial muzzles and long, muscular limbs. Flinds are closely related to gnolls, but are stronger, smarter, and more fierce than their cousins. Gnolls look upon flinds as leaders, heroes, and champions.

Unlike the chaotic pack-like society of most gnolls, flind society tends to be organized and less savage. Flinds are quick to resort to violence, just like gnolls, but unlike their lesser cousins they’re much more likely to consider the consequences and risks first, and then carefully plan their attack.

 

Giff

The giff are a race of hulking, powerfully-muscled mercenaries that resemble bipedal hippopotami. Their legs are cylindrical and stocky, with a heavy torso and clumsy but strong thick-fingered hands. Their faces are very hippopotamus-like, with small eyes and ears, and their skulls are exceedingly dense and strong. Giff are not known as towering intellectuals, but they are immensely strong and loyal to their employers.

The life of soldiering has become the only occupation in giff society, and bands of giff hire out their services to all causes. Therefore, a giff considers it his only purpose in life to keep himself fit, strong, and ready for action. They are fascinated by weapons (the more complicated, the better) and the trappings of military life, such as regimental histories, parades, and other forms of spit and polish.

 

Githzerai

Native to the chaotic plane of Limbo, the githzerai are a monastic race of travelers and traders who can be found in almost all the infinite planes. Githzerai appear human, but they tend to be thin and gaunt, with drawn faces and sharp features. They favor plain clothing and conservative tones.

Githzerai society is extremely chaotic, but it is not without its own laws and mores. An individual githzerai is usually strongly loyal to his race, even if he is completely out of contact with his fellows. It is not unusual for a githzerai to spend years at a time in a single plane, wandering and adventuring.

 

Gnoll

Gnolls are hyena-like humanoids with mangy yellow or brown fur, drooling muzzles full of long, sharp teeth, and gaunt but powerful frames. They give the impression of starving scavengers, with the disposition to match, and they are among the most chaotic and faithless of all humanoids. Gnolls have a hard time seeing past the moment, and patience is a virtue unheard of in gnoll society.

Player character gnolls must work hard to overcome the strong (and generally well-justified) prejudices they will encounter in the world outside their band. Their short tempers and bestial habits are not much help in dispelling these beliefs. Despite these distasteful qualities, gnolls can be brave and fierce fighters and valuable companions—provided they’re not given too many tests of honor, honesty, or loyalty.

 

Goblin

Goblins are small humanoids standing about four feet tall, with long arms, bandy legs, and harsh mannerisms. A goblin’s face is broad and flat, with a wide fang-filled mouth, pointed ears, and an olive or dull yellow coloration. Goblins are generally cowardly, opportunistic, and untrustworthy.

Goblin society is fairly savage, and each tribe has an exact pecking order. Moving up this ladder by pulling down those above them is the typical dream of most goblins, and cooperation with others of their kind is always halfhearted. Typically, a goblin will let others do his work or fighting for him any time he can, and then strike from ambush only after he’s sure his enemies have been weakened to the point where they can’t threaten him. Or, if the wrong side is winning the fight, a goblin isn’t above reevaluating his allegiances in the middle of a battle.

 

Hobgoblin

Hobgoblins are stocky humanoids with hairy hides of dark red to gray, and they stand about six and a half feet tall. They have yellow eyes and sharp yellow teeth, and favor dressing in brightly colored outfits. Hobgoblins wage a perpetual war with all other intelligent creatures, especially the other humanoid races. And they are proud of their status as the pariahs of the humanoid cultures. They feel that they are only weakened by alliances or treaties with other creatures.

Hobgoblin society is built around war, with military organization, and they seek out conflict wherever they can find it. Unlike the giff, who believe in the "rules" of warfare, hobgoblins seek to terrify and antagonize their enemies at all times. A player character hobgoblin is a rare individual indeed, since association with "weaklings" and "inferiors" is taken as a sign of weakness and decadence in hobgoblin society.

 

Kobold

The smallest and weakest race of goblinkind is the race of kobolds. A kobold stands about three feet in height, with a scaly hide of dark brown to rusty black, and glowing red eyes in a vaguely dog-like face. Kobolds tend to be cowards and whiners, but are quick to turn on their enemies when they find themselves with an advantage of numbers or position. Due to their lack of physical prowess, kobolds specialize in dirty tricks, distractions, and traps, using these to incapacitate or distract larger foes.

Kobolds strive to be taken seriously by larger races, and often try to make up for their shortcomings with ferocity and tenacity. Kobold PCs are unusual examples of the race, but even the most pleasant kobolds are still mean-spirited and spiteful from time to time.

 

Lizard man

A lizard man is a reptilian humanoid standing between six and seven feet tall. They weigh between 200 and 250 pounds, and their hides are covered with tough scales of dark green to brown. Lizard men have long, dangerous claws and thick, powerful tails up to four feet in length. They are exceptional swimmers and can hold their breath twice as long as most other air-breathing creatures, but they are slow and somewhat clumsy on land.

Generally, lizard men are dim savages who have not even mastered the use of the most basic tools and weapons, but PC lizard men are members of a more advanced variety that is capable of using weapons and armor. Despite this, lizard men are barbarians by any definition of the word, and human society and behavior is baffling to them. Unlike some other barbarians, lizard men are likely to react to this with violence instead of curiosity.

 

Minotaur

These are not the minotaurs of the Dragonlance� game setting, but instead standard minotaurs as described in the Monstrous Manual. Most are cursed humans, or the offspring of minotaurs and humans. Minotaurs are powerfully built and tower more than seven feet in height, with the head of a bull and the body of a human male. Minotaurs revere physical strength above all else, and they believe that the strong should naturally rule the weak. Minotaurs view surrender as an admission of weakness, and are likely to fight to the death regardless of the circumstances.

Many minotaurs are brutal savages, but they are not always mindless killers. They are ruthless, harsh, and stubborn, but they can be surprisingly intelligent and introspective.

 

Mongrelman

Mongrelmen combine the worst features of many species, including humans, orcs, gnolls, ogres, bugbears, and more questionable heritages. No two look alike, but all appear to be poorly constructed combinations of various humanoid races, with misshapen limbs of different shapes and proportions. Without exception, mongrelmen are hideously ugly, and most are ashamed of their appearance and go to great lengths to conceal their bodies from others.

Mongrelmen are often enslaved by evil societies, and ostracized even by good ones. Without a place in the world, they have developed great patience and a surprising degree of human kindness and compassion within their misshapen forms. They tend to avoid bloodshed when they can, staying in the shadows and living by petty theft and scavenging.

 

Ogre

Ogres are great brutes standing more than nine feet tall, with thick torsos, heavy limbs, stringy hair, and warty hides. They are usually ill-tempered beings who enjoy violence for its own sake, indulging in all manner of cruelty to entertain themselves. Ogres are extremely strong and hardy, but their lack of mental prowess is the stuff of legend.

Ogres live by raiding and scavenging, taking what they want from those too weak to defend themselves. A player character ogre is rare in the extreme—the intelligence and character necessary to rise beyond the petty cruelties and appetites of their kind just isn’t found in many ogres.

 

Orc

Orcs resemble primitive humans, with gray-green skin and coarse hair. They stoop slightly, have low, jutting foreheads, snouts, canine teeth, and short pointed ears. They stand between five and a half and six feet tall, and often have powerful, stocky builds. Orcs are aggressive hunters and raiders who constantly seek to expand their territory at the expense of their neighbors.

Orcs respect skill in battle, and from time to time an orc champion approaches human standards of bravery and honor in battle. A player character orc is one of these heroes. Even the best orcs are quick to take offense and are somewhat bloodthirsty.

 

Satyr

The half-human, half-goat satyrs are a race of pleasure-loving beings, Like the sylvan locations they dwell in, satyrs are personifications of nature, embodiments of all that is wild and carefree. Satyrs have the head, torso, and arms of a human, with the hind legs of a goat. Two sharp black horns jut through the coarse, curly hair on top of the head. They love to spend their days and nights in sport, and they never miss an opportunity to chase after wood nymphs or other comely creatures.

Satyrs are an inoffensive race—they just want to have fun. And when one takes up the life of an adventurer, he’s usually looking for entertainment. They don’t understand seriousness or violence, and while they can fight with the best, they’re more likely to view a battle as just another kind of contest or game. Satyrs are very impulsive, and are generally unreliable companions despite their good intentions.

 

Swanmay

Swanmays are human females who are gifted with the magical power to transform themselves into swans. In human form, they are indistinguishable from other people, although they’re frequently women of striking looks and grace. In swan form, they are great white birds of extraordinary beauty. All swanmays carry a magical token of some kind—a ring, cloak, or belt, for instance—that allows them to change shape.

Swanmays belong to a special sisterhood of druids and rangers, living in communal lodges in hidden forests. Their homes are always near silent lakes or marshes. They oppose poachers, raiders, and others who disturb the natural order of the land, and they act as friends and protectors of the forest folk. Many swanmays give up routine adventuring to guard their homes against the forces of evil, but a few—player character swanmays—wander the land to fight evil wherever they find it.

 

Thri-kreen

The thri-kreen are a race of large, intelligent insects often referred to as mantis warriors. They roam the deserts and savannas, existing as nomadic hunters. Mature thri-kreen are roughly seven feet tall at the shoulder, with six limbs and a tough, sandy-colored exoskeleton. They have black compound eyes, short antennae, and a complicated jaw structure. The thri-kreen’s uppermost four limbs are equipped with opposable claws that can grasp tools or weapons, or serve as weapons themselves. The thri-kreen language is made up of clicks and grindings, and they have difficulty learning the common tongue.

Thri-kreen are organized into hunting packs, and they constantly roam their territory. It’s unusual for a thri-kreen to leave its pack-mates and travel alone, and even more unusual for one to take up with others not of its kind. A PC thri-kreen has probably lost its true family in some disaster or another, and accepts its companions as a substitute family.

 

Wemic

Wemics are part human and part lion, combining the two as centaurs combine human and horse. The wemic’s leonine body has a human torso where the lion’s neck and head would be. The leonine body is covered with dusky golden fur, with a white underbelly, while the human half tends toward a tawny skin tone and a slight catlike cast to the face and eyes. Wemics are aboriginal nomads who live through hunting—they use fire and craft weapons and tools, but rarely build any kind of permanent dwelling. Wemics believe that everything in the world is a living thing, from the skies to the sun or earth, and they are very superstitious.

Wemics are playful and curious as cubs, and a small number never grow out of this stage. Wemic adventurers are most often characters of this sort, although other wemics may choose to trade with humans or sell their services as guides, and come into contact with a player character party in that fashion.

 

Racial Abilities and Restrictions

Naturally, each of the unique races described in this section have their own special powers, benefits, and hindrances. When a player selects a character, he must accept the standard abilities and restrictions of that race—there are no optional variations or abilities, such as those described for dwarves, elves, or the other standard demihuman races. The racial abilities are summed up on the chart below.

 

Race AC hp MV Natural Attacks Characteristics

Aarakocra 7 +0 6, Fl 36(C) 1d3/1d3/1d3 a, y, ff

(talons, beak)

Alaghi 4 +9 12 2d6 (fist) b, c, ff, z

Bugbear 10 +3 9 — d, e, z

Bullywug 6 +0 6, Sw 15 — a, c (75%), e, f, g, aa

Centaur 5 +4 18 1d6/1d6 (hooves) a, z, ff

Flind 10 +2 12 — c

Giff 6 +4 6 2d6 (head butt) s (10%), z

Githzerai 10 +0 12 — d, s

Gnoll 10 +2 12 — cc

Goblin 10 +0 6 — d, h (25%), bb, cc

Hobgoblin 10 +0 9 — d, h(40%), i(40%),

j(40%),cc

Kobold 10 +0 6 — d, k, bb, cc

Lizard man 5 +0 6, Sw 12 1d3/1d3/1d6 f, aa

(claws, tail)

Minotaur 6 +6 12 2d6 (head butt) d, l, m, n, o, z

Mongrelman 5 +0 9 — c (80%), p, q, dd

Ogre 5 +4 9 — z

Orc 10 +0 12 — d, h(35%), i(25%),

bb, cc

Satyr 5 +0 18 2d4 (head butt) c (90%), d, l, r, ee

Swanmay 7 +0 15, Fl 19(D) — x

Thri-kreen 5 +0 18 1d4 (x4), 2–5 g, t, u, v, w, ff

(claws, bite)

Wemic 6 +5 12 1d4/1d4 (claws) g (50'), z, ff

 

AC is the creature’s natural Armor Class. If the creature wears armor that is superior to its natural defenses, it may use the better value as its AC. If the creature wears armor that is inferior to its natural AC, its AC improves by only 1 place. For example, a lizard man (AC 5) in leather armor (AC 8) is actually AC 4, since the leather armor provides a small measure of extra protection. However, a lizard man in plate mail (AC 3) is AC 3.

 

HP is the creature’s bonus hit points at first level. After the character determines his hit points normally for his class and level, he may add this number to his hit point total.

 

MV is the creature’s normal movement rate while unencumbered. Several monstrous character races allow flying or swimming as alternative means of movement.

 

Natural attacks describe any natural attacks the character can make without any weapons. Generally, a character must choose to either use his natural attacks or fight with a weapon in a round, but there are three exceptions: centaurs and wemics can attack with a weapon and use their natural attacks at the same time, and thri-kreen can attack with a weapon and use their bite at the same time.