XP 400
CE Small Goblinoid
Init +2; Senses darkvision 60 ft.; Perception +5
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 13 (2d10+2)
Fort +1, Ref +5, Will +3
DR 2/Cold Iron
Speed 30 ft., burrow 10 ft.
Melee 2x claw +5 (1d4+1), bite +5 (1d4+1)
Special Attacks ambush
Str 13, Dex 15, Con 12, Int 7, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 14
Feats Weapon Finesse
Skills Climb +5, Perception +5, Stealth +10 (+14 in rocky terrain); Racial Modifiers +4 Stealth in rocky terrain
Languages Under common (cannot speak)
SQ tunnel dweller
Ambush (Ex): A Nekker is adept at using its burrowing ability and natural terrain to set up ambushes. When a Nekker attacks a creature that is unaware of its presence, it deals an additional 1d6 points of damage on a successful hit.
Tunnel Dweller (Ex): Nekkers are adept at burrowing through the ground and can create temporary tunnels while they burrow. These tunnels collapse shortly after the Nekker leaves them, making it difficult for creatures to follow.
Environment underground or rocky terrain
Organization solitary, pair, or colony (3-20)
Treasure incidental
Nekkers are small, vicious creatures that inhabit underground caverns and rocky terrain. They have a goblin-like appearance with sharp claws, teeth, and a hunched posture. Their skin is rough and leathery, often blending in with their surroundings, making them difficult to spot.
These creatures are known for their cunning and pack mentality. They are highly territorial and will attack any creatures that encroach on their lairs. Nekkers are nocturnal hunters and will venture out of their lairs at night to scavenge for food, often preying on small animals or unwary travelers.
Although not particularly intelligent, Nekkers are skilled ambush predators, using their burrowing abilities and knowledge of their surroundings to set up traps and surprise attacks. They will often work together in groups to overwhelm their prey, using hit-and-run tactics to wear down their opponents.
Nekkers are feared and despised by local populations, as their presence often signifies danger and unrest. Adventurers and monster hunters may be tasked with eliminating these creatures to ensure the safety of nearby settlements.