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==AD&D PC Stats== ::Ability Score Minimum/Maximum: Strength 3/17, Dexterity 8/18, Constitution 3/18, Intelligence 6/18, Wisdom 6/18, Charisma 3/15 ::Ability Score Adjustments: +1 Intelligence, +1 Wisdom, -1 Strength, -1 Charisma ::Available Classes: [[Fighter]] 8, [[Wizard]] 12 (General and Specialist allowed), [[Cleric]] 10, [[Druid]] 10 (must be a Gray Druid), [[Thief]] 6 :::Multiclassed Zygodacts must be Priests or Mages :::Racial Thieving Skill Adjustments: +10% Pick Pockets & Open Locks, -10% Move Silently & Hide in Shadows, -5% Climb Walls ::Infravision 120 feet ::Natural Armor: 3 (7 for extended arm/necks, which require a Called Shot to attack) ::Special Advantages: :::Armored Shell: Zygodacts take half damage from blunt weapons and falls. :::Natural Weapons: A charging zygodact inflics 1d6 bludgeoning damage on anyone it charges into. It can gouge with its knee-spines for 1d3 damage. A bite attack suffers a -4 to hit roll penalty, but does 1d4 damage on a hit and automatically inflicts 1d2 damage per round after, due to the bleeding grip. Dislodging a biting zygodact requires a Strength check with a -2 penalty. :::Spell Adaptations: Zygodact spellcasters can ignore the material components of any spells whose material component value is 10 gold pieces or less; instead, they rely on unique verbal components that can only be spoken from their two mouths. ::Special Disadvantages: :::Bizarre Anatomy: Zygodacts cannot use two-handed or hurled weapons, armor, shields, or the following clothing items: boots, hats, helms, robes, gloves, gauntlets, slippers and girdles. :::Poor Climbers: Zygodacts are extremely poor climbers, hence the racial penalty. :::Freaky-Looking: Zygodacts suffer a +2 penalty to initial reaction rolls. [[Category: Dungeons & Dragons Races]]
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