While these species are human-like in basic body shape, they belong to species considered hostile to humans and are usually unwelcome in human communities, causing fear and alarm.
Bugbear: Move 40; AC 9; Class: C,F,T; Ability: Str+1, Con +1, Dex +1; darkvision; Special: surprise on a 1-3, normal weapons do 2d4 damage at 3rd level or above. -20% experience point modifier.
Dreenoi (bugmen): Move 30; AC 9; Class: F,T; darkvision; Special:may make weapon attack or 1d4 bite, communicate telepathically. Some thief skill mods
Gnolls: Move 30; AC 9; Class: C,F,T; Ability: Str+1, Int-1; darkvision; Special: none
Goblin: Move 25; AC 9; Class: F,T; darkvision; Special: small size (hit dice lowered). Darkvision. At first and second level suffer -1 to rolls when in daylight. May not use heavy weapons, treat small weapons as normal, normal as heavy
Half Orc: Move 30; AC 9; Class: C,F,T; darkvision; Special: some thief skill mods
Hobgoblin: Move 30; AC 9; Class: C,F,T; darkvision; Special: at 5th level, hobgoblin fighters do 1d10 damage with heavy weapons.
Kobold: Move 25; AC 9; Class: C,F,T; darkvision; Special: Smaller size (hit die lower),May not use heavy weapons, treat small weapons as normal, normal as heavy. +3 save vs. magic. -1 to rolls in daylight.
Lizardman: Move 30, Swim 30; AC 5; Class: F, T; darkvision; Special: at 2nd level, lizardmen do 1d8 with normal weapons.
Ogre: Move 30; AC 6; Class: F; Strength +1; darkvision; Special: at 2nd level normal weapons do 1d8, at 4th level normal weapons do 1d10.
Orc: Move 30; AC 9; Class: F,T; darkvision; Special: -1 to rolls under daylight. Some thief skill mods.
Sagath (Ape-man): Move 30; AC 8; Class: F; Ability: Str+1; darkvision; Special: at 2nd level 1d6 damage weapons are increased to 1d8.