Hadozee
Medium-Sized Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 14 (+2 Dex, +1 buckler, +1 natural)
Attacks: Longsword +1 melee
Damage: Longsword 1d8
Face/Reach: 15 ft. by 15 ft. / 5 ft.
Special Attacks:
Special Qualities: Ambidexterity, extra manipulators, glide
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 11, Dex 14, Con 11, Int 10, Wis 10, Cha 9
Skills: Balance +6, Climb +10, Tumble +6
Feats: Dodge
Climate/Terrain: Any space
Organization: Solitary, Troop (20–30)
Challenge Rating: ½
Treasure: Standard
Alignment: Often neutral
Advancement: By character class

    The Hadozee, also called "deck apes", are tall, tailless apelike humanoids. Their bodies are covered with hair, ranging from orange to brown, including a shaggy main surrounding their head. The mouth of a hadozee is a protruding muzzle with several long fangs.
    Hadozee have broad flaps of skins which hang from the creature's arms and legs, allowing them to glide short distances. This only works when they raise their arms up over their head, stratching the skin taut. They are also very nimble, able to climb trees, ropes, and other surfaces.

    Combat: Hadozee are excellent warriors. They can use normal weapons, even wield a weapon in each hand, or in a hand and a foot -- or even both feet! They favor long swords, spears, and halberds; with quarterstaves and clubs common in less civilized areas. They also prefer crossbows to bows, when available. Hadozee cannot use shields due to their wing flaps, so they prefer bucklers. They sometimes where light armor, but it must be modified -- by an armorsmith knowledgable in such things -- to handle their gliding wings, at four times the normal cost.
    Hadozee commonly have the Two-Weapon Fighting feat, and use two longswords in battle, at the appropriate penalties. They cannot use a buckler when fighting with two weapons, so their armor class drops by one (to 13).

    Extra Manipulators (Ex): Hadozee have very dexterous feet which can function as an alternate pair of hands. They can even use their big toes as opposable thumbs. This allows hadozee to use melee weapons with any two appendages. For example, they can hang from the rigging with their arms and fight with a melee weapon in each foot, or a weapon in one hand and one foot.

    Glide (Ex): Hadozee can glide through the air for short distances, dropping one foot in height for every (up to) one foot travelled forward. They have poor maneuverability while gliding.
    When falling unexpectedly, if a hadozee can make a Tumble check (DC 15), they can start to glide in less than 10 feet. Otherwise, it takes an additional 10 feet, for a total of 20, to recover from a fall into a glide. A hadozee, when prepared, can glide from any distance without taking falling damage.
Hadozee can only glide when their encumberance is light or less and their arms and legs are free to spread out.

HADOZEE SOCIETY
    Hadozee are known as a hard-working race. Despite their rude and coarse behaviour, hadozee are sought after as mercenary crews by spacefaring races, especially the elves. Groups of 20-30 hadozee of both sexes will together sign up with a single captain, training and travelling together.
    The hadozee homeworld is warm, with a climate similar to that of most human worlds. Though they prefer warm weather, they can dress for colder climes.

HADOZEE CHARACTERS
    When not neutral, hadozee tend towards chaotic alignments. The gain racial bonuses of +8 to Climb and +4 to Tumble checks. A hadozee's favored class is fighter, though rogues and clerics are common. As with most humanoids, the above stats are for a 1st level warrior.
    Level Advancement: +1: Hadozee are more powerful and gain levels more slowly than most of the other common races.


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Hadozee, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Hadozee ©2002, Static and the Spelljammer Mailing List
Original Source: Monstrous Compendium #7