As people have noted many times, the 2024 monster manual does not include 'orc' or 'drow', and generally suggests that you should just use NPC templates... but NPC templates don't include a species by default. At high CR, the effect of species math tends to be a rounding error, but if we look at low CR... not as much.
I'm going to use warrior infantry as my standard template. They aren't the most powerful CR 1/8, but they aren't the weakest either. Expected damage, assuming one monster per PC and a survival time of 2.5 rounds (average for a PC with attack +5/damage 1d8+3, which is a decent average figure) is 6. So, what does each species add? I'm assuming that, for leveled features, only the level 1 bonus applies.
Aasimar: a 2d4 heal as an action does not meaningfully affect their power (adds an average of a round of survival time, costs a round of actions) unless they can use it to assist a higher value ally. The resistances probably won't be a major factor unless you're swarming someone with spirit guardians. Expected damage: 6
Dragonborn: The expected damage of a d10 (DC 10 save half; average PC save probably +2) is about 3.5, and it can hit multiple targets; assuming breathing twice and hitting two targets, expected damage is 15.
Dwarf: assuming the bonus hit points are per hit die, HP go from 9 to 11; poison resistance is mostly negligible. Expected damage: 7
Elf: none of the possible bonuses are significantly combat-relevant at level 1. Expected damage: 6
Gnome: gnomish cunning is theoretically relevant, but there aren't a lot of low level spells with Wisdom saves you'd want to use on a mook. Expected damage: 6
Goliath: most are combat relevant. Expected damage by type: cloud 6, fire 13, frost 11, hill 6, stone 12.
Halfling: halfling luck isn't nothing... but it's a rounding error. Expected damage: 6
Human: gaining heroic inspiration (resourceful) is more than a rounding error. Feats, depending on the feat, can be extremely impactful (using magic initiate to pick up burning hands is around +12). Expected damage: 7+.
Orc: on a creature with 9 hit points, the combination of adrenaline surge and relentless endurance nearly (but not quite) doubles survival time. Expected damage: 11
Tiefling: even with a +2 to hit instead of a +3, the cantrip is a damage increase... but not much of one. Expected damage: 7
For comparison, a bullywug warrior has an expected damage of 14 due to substantially higher damage and moderately higher expected lifespan, so only a couple of these options actually go up by a category. All of these will be less (proportionately) impactful at higher CR.
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As people have noted many times, the 2024 monster manual does not include 'orc' or 'drow', and generally suggests that you should just use NPC templates... but NPC templates don't include a species by default. At high CR, the effect of species math tends to be a rounding error, but if we look at low CR... not as much.
I'm going to use warrior infantry as my standard template. They aren't the most powerful CR 1/8, but they aren't the weakest either. Expected damage, assuming one monster per PC and a survival time of 2.5 rounds (average for a PC with attack +5/damage 1d8+3, which is a decent average figure) is 6. So, what does each species add? I'm assuming that, for leveled features, only the level 1 bonus applies.
For comparison, a bullywug warrior has an expected damage of 14 due to substantially higher damage and moderately higher expected lifespan, so only a couple of these options actually go up by a category. All of these will be less (proportionately) impactful at higher CR.