Norker (CR 1/2)
AC: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Hit Dice: 1d8+2 (6 hp)
Fort +6, Ref +1, Will -2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -2
Attack: Club +3 melee or javelin +3 ranged
Full Attack: Club +3 melee and bite -2 melee or javelin +3 ranged
Damage: Club 1d4+1, Bite 1d4, javelin 1d4+1
Special Attacks/Actions: -
Abilities: Str 13, Dex 13, Con 14, Int 8, Wis 7, Cha 6
Special Qualities: 1st-level Warrior
Skills: Hide +5, Listen +1, Move Silently +5, and Spot +1
Advancement: By character class
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9), or band (10-40 plus 50% non-combatants plus 1 3rd-level boss per 20 adults and one leader of 4th-6th level)
Norkers enjoy swarming tactics. Their weapons are simple and crudely made, but they are not averse to taking better weapons from their fallen foes. When bullied into submission by hobgoblins they can use basic military tactics, but they lapse into their old ways when not supervised.
Skills: Norkers have a +4 racial bonus on Move Silently checks.
Challenge Rating: Norkers with levels in NPC classes have a CR equal to their character level -1.
Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.