Ability Scores (CSH)

__TOC__
Many elves, dwarves, gnomes, halflings, and humans ply the spacelanes. Most PCs will come from these familiar races or specialized races (like kender and hengyokai) from one of the AD&D® worlds.
However, many other beings do not live on these worlds or are culturally established so that they are not appropriate groundling PC races. This chapter lists several races that may be appropriate as space-faring player characters and gives a complete description of their abilities as PCs.
Use of these PC races is optional. You may pick and choose which races players are allowed to play, but be cautious when including these races in your campaigns. Some of them are quite powerful, although they are balanced for play with humans and demihumans. Because these races were originally written as nonplayer characters, the information in Monstrous Compendium appendices MC7 and MC9 may differ from the player-character information given here. 
==Minimum and Maximum Ability Scores==
All nonhuman PC races have minimum and maximum ability scores, just as the races in the Player's Handbook do. Nonhuman characters must have ability scores within the allowable ranges. The minimums and maximums are listed in Table 1 (minimums are listed before the slash; maximums are listed after the slash).
As with Table 7 in the Player's Handbook, consult Table 1 here before making any racial adjustments to your character's ability scores. If the scores you rolled meet the requirements for a race, your character may be a member of that race even if later modifications change the ability scores.
 Table 1: Racial Ability Requirements
RACE 	STR 	DEX 	CON 	INT 	WIS 	CHA*
Dracon 	11/18	3/17 	8/18	8/18	8/18	3/18
Giff 	11/18	3/17 	8/18	3/16	3/16	3/18
Grommam 	11/18	8/18 	8/18	3/18	3/18	3/18
Hadozee 	6/18 	8/18 	3/18	3/18	3/18	3/16
Hurwaet 	8/18 	3/18 	3/17	3/18	3/18	3/18
Lizard Man	8/18 	3/18 	6/18	3/17	3/17	3/16
Rastipede 	8/18 	3/17 	8/18	3/18	3/18	3/18
Scro 	8/18 	3/18 	8/18	3/17	3/17	3/18
Xixchil 	3/18 	11/18	8/18	8/18	8/18	3/16
: * Charisma (CHA) scores applies only to characters of the same race; a maximum Charisma score of 12 applies to all other races.
==Racial Ability Adjustments==
If you choose to make your character a nonhuman, you now have to adjust some of your charac-ter's ability scores as shown in Table 2. These adjustments are mandatory; all characters of these races receive the adjustments.
 Table 2: Racial Ability Adjustments
Race 	Adjustment
Dracon 	+1 Strength, -1 Dexterity
Giff 	+2 Strength, -1 Intelligence
Grommam, male 	+2 Strength, +2 Dexterity, -1 Intelligence, -1 Wisdom
Grommam, female	+2 Intelligence, +2 Wisdom, -1 Strength, -1 Dexterity
Hadozee 	+1 Dexterity, -1 Charisma
Hurwaet 	+1 Wisdom, -1 Constitution
Lizard Man 	No adjustments
Rastipede 	+1 Constitution, -1 Dexterity
Scro 	+1 Strength
Xixchil 	+1 Dexterity, +1 Constitution, -2 Charisma