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.
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