Small Fey, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 39 (7d6 + 14)
Speed 40 ft., burrow 30 ft., climb 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
15 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Skills Perception +2, Stealth +7
Senses Darkvision 120 ft., Passive Perception 12
Languages Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Fey Resilience. The nekker has advantage on saving throws against illusions, as well as to resist being charmed or paralyzed and magic can't put the nekker to sleep.

Sense Magic. The phoocas can pinpoint the presence of magic within 30 feet of it, be it a creature with magical abilities, an active spell or a magic item.

Sneak Attack (1/Turn). The phoocas deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the phoocas that isn't incapacitated and the phoocas doesn't have disadvantage on the attack roll.

Thorn Lurker. The nekker can attempt to hide even when it is only lightly obscured by foliage. Additionally, the nekker can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) slashing damage.

Siphon (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) slashing damage. The target must make a DC 13 Constitution saving throw. On failure, any spell of 3rd level or lower on the target ends. For each spell that ends the target takes 3 (1d6) force damage and the phoocas gains 5 temporary hit points.

Description

Nekker

Take heed, gents, there's nekkers under this bridge. If you all cross at once, without slowing or stopping, there's nothing to fear. But if your cart throws an axle and you get stuck out there... Well, close your eyes and pray to the gods.— Kurt Hammerbach, city guardsman in Vengerberg

Vicious Ambusher. Imagine a drowner that burrows tunnels, climbs trees, is more vicious than usual, and when ambushing its prey, it does so with many of its kin. Now you have a good idea of what a nekker is. These primitive fey creatures are the bane of the wilderness and found in numbers across the world, preferably near roads. The inhabitants of forest villages fear them, and animals give their nests a wide berth. Nekkers typically live in cave networks with maze of tunnels giving access to the surface, where they can easily retreat if things turn sour. Some particularly bold nests will extend their tunnel to inside a settlement, harassing the inhabitants day and night.

Tribal Society. Nekkers are social creatures, gathering in something akin to tribes, for they can only repel the attacks of stronger assailants with sheer numbers. They use war paints to establish social status, and will occasionally fashion tribal icons out of bones, wood and razorvine, which they seem particularly found of. When nekkers venture out as a war or hunting party, they are led by thornhearts, their prophets and leaders. Thornhearts give orders, turning a wild band into an organized unit, thus they should be eliminated first. As malicious as they are, nekkers are cowardly creatures by nature and will not hesitate to flee if too many of them are slaughtered or an opponent seems too dangerous. This obviously changes when a thornheart is leading the tribe, exalting them.

Innocence Lost. Legends say that the nekkers were once gentle and playful fey, living quietly in the realm of Arcadia. A powerful Archfey, known only as the Lady of Thorns, twisted their entire race and turn them into the vicious and pesky beings they are today. The Lady used the nekker to find and trick children with the spark of magic to wander into the Feywild, never to be seen again. Some say the Lady was a crone or hag, keeping herself alive by feeding on the children, other legends pretend that she was a dryad queen. Nobody knows who the Lady really was and what happened to her. None have heard of her in centuries, still, the nekkers remain, doing her biding.

Overwhelming Swarm. A lone nekker is harmless. Five are dangerous. Ten can kill even a veteran monster slayer. Individual nekkers are weak, easy marks compared to other monsters; Nekkers do not tend to fight as individuals. One must be ready to repel many foes at once. If you see one, expect anywhere from 2-10 more. They burrow from beneath the ground or fall from trees and swarm upon their prey. Though primitive, the tactic is surprisingly effective. Nekkers overwhelm their targets through sheer numbers, surrounding them, then pummeling and clawing victims to death. Even veteran adventurers can fall prey to this. When facing large groups of nekkers, it is best to take advantage of tactics that can harm several opponents at once, such as spells and explosives that can help thin out the swarm with ease. As with other agile creatures, running from nekkers is not the best idea, for the monsters will catch up to their prey and swiftly kill it with multiple hits of their claws

Phoocas

Strange Breed. Phoocas are a strange breed of nekker that seem to have an irrational hatred for every creature with a spark of magic, to the exception of thornhearts that they revere like prophets. They are fierce hunters and have the ability to drain the energy from spells, leaving spellcasters vulnerable to their vicious claws. Phoocas paint their body in dark green or brown colors, while practicing some sort of ritual scarification, piercing their skin with razorvine thorns.

Magic Magpie. Phoocas are somewhat the magpies of the nekkers; they steal any magic item they can get their hands on, going to great length and danger to acquire them. They always bring their prize deep inside the nekker’s burrow, offering it reverently to thornhearts. Mages learn to protect their studies against these intruders, for hiring parties of adventurers to recover prized possessions becomes quickly more than an annoyance.

Habitat: Forest

EleKTriiK

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