Durgin
Small Humanoid (Simian)
Hit Dice: 1d8 (4 hp’s)
Initiative: +2 (Dex)
Speed: 25ft, Flight 40ft (Poor)
Armor Class: 13 (+2 Dex, +1 size)
Attacks: By weapon +0 melee or +3 ranged, Bite -5
Damage: By weapon –1 (melee only), Bite 1d3-1
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: None
Special Qualities: Flight, Low-light Vision
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 8, Dex 14, Con 10, Int 10, Wis 10, Chr 8
Skills: Climb +3 (+2 racial bonus), Pick Pocket +5
Feats: Dodge
Climate/Terrain: Any, but commonly found in highland forests
Organization: Bands numbering anywhere from 4 to 30+ individuals, but most commonly found in groups of 2 to 4.
Challenge Rating: ¼ 
Treasure: Standard, double the amount of copper and silver coins
Alignment: Usually Neutral Evil, but Chaotic Evil nearly as common
Advancement Range: By character class

Durgin are a species of intelligent winged monkeys.  They are well known for their thieving skills and are not overly welcome in most cities.
	Durgin look like a chimpanzee with wings and a tail.  They stand between three and a half to four foot tall with dark brown to black fur, yellow eyes, and a mouth filled with wicked looking yellowed teeth.  Their wings are grey in color and are feathered like bird wings.  The wingspan is normally three feet for adults.  Their tails are about a quarter to half their height and are quite dexterous and strong, allowing them to hang from their tails if they have something to wrap it around.  Like normal chimpanzees, their hands are as dextrous as a humans and they can also grasp object with their feet (though they cannot use their feet to do anymore more than grasp).  
	Durgins wear whatever clothing they can acquire, but they always get the best that they can, even if it means stealing.  Common fashion among both males and females are loose tunics and baggy pants that are commonly outfitted with numerous pockets, both easily seen and concealed.  No durgin walks the streets unarmed, but they conceal their weapons to look as though they are unarmed.  
	Durgins speak their own language called “durgish” which sounds like nothing more than hoots, growls, and grunts.  Many of them speak the common trade language of their area plus other languages like goblin, gnoll, and orc.

Combat:
Though they try to stay out of fights, durgins take full advantage of their size and their ability of flight in combat when the need arises.  They try to get out of melee as soon as possible so they can pepper their foes with crossbow shots or thrown knives.  If they can’t get out of melee, they fight with daggers and other small, easy to hide weapons, until they find an opening that they can either get to use ranged weapons or they can flee.  Since many durgins tend to be rogues, their enemies should take care that one should flank them for fear of a backstab attack

Society:
Durgin society is a very loose form of villages supposedly loyal to a central king.  However, few villages are loyal to their own chieftan no less some distant king.  They are a rather lazy species that prefers to steal whatever they need or force others to do things for them.  Therefore, the easiest way for a king to get the loyalty of his people is to promise that they will find a way to get other species or even other durgin villages to do their work for them.  Durgins are easily whipped into a political fervor by such promises, but their fires soon die out when raids fail or the king himself is too lazy to actually follow on his promises.
	Males and females have traditional roles.  Males are the gaurdians and providers, while the women tend to raise the children and tend to the home, though neither sex does a very good job.  Tales are rampant from those that have been to a durgin village to find sleeping guards and homes filled with trash and filth.  The only thing that durgins seem to take seriously is theft.  Durgins will go into large cities and spend days or weeks picking pockets or robbing homes.  They are rather proud of their ability to enter a city, rob it blind and leave without getting into a lick of trouble.  Their thieving, however, is never lowered to the level of banditry.  When on raids, they do so for slaves and rarely loot their slave’s belongings.
	Durgins are rather mean-spirited.  They enjoy laughing at the misfortunes of others, but fly into a rage when the tables are turned on them.  (Usually these rages are nothing more than a temper-tantrum, unless the durgin is drunk…that’s when fists start to fly.)  They constantly looking for those that don’t keep their purses close to them or an unlocked door.  They hold onto their grudges and are likely to ambush someone in a dark alley for even a minor slight.  They enjoy their drink and often get drunk after a good night of burglary.  They are rude, crass and inconsiderate to everyone around them, including other durgin.

Characters:
Durgins are primarily rogues, though they do count a few fighters in their numbers.  Durgins do not have the discipline to be monks, wizards, or clerics, and bard durgin are rare for the simple fact that their voices are atrocious.  Rangers and druids are very, very rare, but there have been a few.