Xarkos
Medium-sized Humanoid (Xarkos)
Hit Dice	1d8 (4 hp’s)	
Initiative	+6 (+2 Dex, +4 Improved Intiative feat)	
Speed	30 ft, fly 20 ft (Poor)	
AC	14 (+2 Dex, +2 Leather)	
Attacks	Bite –2, Claw –2, or By weapon –2 melee; or By weapon +2 ranged	
Damage	Bite 1d4-2, Claw 1d4-2, or By weapon –2 (melee only)	
Face/Reach	5 x 5ft/ 5ft	
Special Attacks	None	
Special Qualities	Skills, Echolocation, Light Sensitivity, Darkvision (20 ft)	
Saves	Fort +0, Ref +4, Will +0	
Abilities	Str 8, Dex 14, Con 10, 
Int 10, Wis 10, Cha 8	
Skills	Hide +8, Listen +6, Move Silently +4	
Feats	Improved Initiative	
Climate/Terrain	Underground	
Organization	Tribes of 10-100 members led by a 4th level rogue.	
Challenge Rating	½ 	
Treasure	Standard	
Alignment	Usually Neutral Evil	
Advancement Range	By character class	

Xarkoses are a species of humanoid bats.  Many look upon them with the fear rightly earned by bainligor.  While the xarkos are not the death-worshipping marauders that bainligors are, xarkoses have earned their air of terror by being among the best assassins in the underdark.
	Xarkoses stand at four and a half feet tall at their tallest.  Their skin color ranges from black to dark grey.  Black to dark brown fur covers their bodies up the back of their heads.  The hair on their heads grows longer like the hair of humans, and it commonly braided and adorned with beads and bones.  Their arms are thin and long, hanging down slightly past their knees.  Running from the wrist to their middle of their sides are a fleshy membrane.  This flap of skin is elongated in spots by bones running through the flesh.  These wings allow for poor flight.  Both their fingers and toes are tipped with ferocious-looking claws.  The mouth of the xarkoses are filled with razor sharp fangs.  When a xarkos smiles, those it smiles at aren’t sure whether to be at ease or to be ready for an attack.  Their eyes are small black orbs that do little for them in the way of sight.  The final distinguishing feature of xarkoses are their large, jagged-looking ears.  Xarkoses dress commonly in clothing made of cloth or hides.  Though they can rarely acquire quality clothing, what they have is well cared for.
	Xarkoses speak their own language as well as Undercommon, only a few xarkoses that live near common-speaking species ever bother to learn the language.

Combat:
Xarkoses pride themselves on their ability to sneak up on any foe.  They are masters of hit and run tactics.  There are many stories of Underdark merchants that were attacked by xarkos bandits that never realized what was attacking them until the very end.  Most xarkoses go into battle with only their claws, but they will use weaponry if it is available (especially ranged weapons like crossbows).  

Skills: +4 racial bonus to Hide and Listen checks.

Echolocation: Due to their weak eyes, xarkoses have developed echolocation which allows them to “see” by emitting sonic bursts that bounce off of objects.  These sonic bursts can only be heard by beings with echolocation or by other species capable of hearing such sounds, like lupins for example.

Light Sensitivity: Xarkoses suffer a –4 penalty to attack rolls and skill checks while in bright light without eye protection.  Even with eye protection, xarkoses can only see at 1/3 the effectiveness of humans.

Flight: Flying for xarkoses is a strenuous process that leaves them exhausted.  A xarkos can only fly for a number of rounds equal to half their Constitution score.  They can attempt to push themselves to go farther, but must pass a Constitution check (DC 13).  Each round that they attempt to fly past the point of exhaustion, add 1 point to the DC score.  If any Constitution check fails, the xarkos falls to the ground exhausted, and must rest for a number of rounds equal to twice the rounds they pushed themselves plus half their Constitution score.  They can only carry half their normal carrying capacity and still fly.

Society:
Xarkoses live in tribes that can number up to and over 100 members.  The leader of the largest thief guild leads the tribe.  A single tribe can have up to six different guilds, each coniving and vying for power over the tribe.  While guild wars are common, they are rarely waged out in the open.  Xarkoses prefer subterfuge and secret plans to open fighting.  
	Xarkoses revere great thieves.  Their legends are filled with tales of seemingly impossible hiests made possible by a great xarkos thief.  They also place great resect on the assassins of the tribe.  There is only one assassin guild in each tribe, made up of the greatest roguish warriors of each tribe.  Once admitted into the assassin’s guild, they sever all ties to their former guilds and families.  They support only the tribe as a whole.  No matter what tribe is in power, the assassin guild supports the ruler of the time.  They take on jobs from other species and even other xarkos tribes (if the other tribe has had the extreme misfortune of losing all of their own assassins) with the earnings all going to the tribe as a whole.
	Xarkoses love material wealth.  They are consumate thieves, constantly stealing and looting anything of value.  If they want something, they will have it, even if they must kill for it.  Aspiring xarkos thieves that want into a good guild make sure they offer a tribute of fine cloth, gold, jewelry, and other assorted items.  The more grand the tribute, the better the chances of entering the guild.

Characters:
Xarkoses prefer the class of rogue to all others.  Other classes that are chosen by xarkoses are fighter and ranger, and very rarely sorcerer.  Due to their wings, they must pay and extra one-third beyond the price of the armor.