Norker
Small Humanoid (Goblinoid)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 17 (+1 size, +1 Dex, +5 natural)
Attacks: Club +1 melee, bite +1 melee
Damage: Club 1d6, bite 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Nil
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 10, Dex 12, Con 14, Int 10, Wis 9, Cha 10
Skills: Hide +3, Listen +5, Move Silently +6*, Spot +4
Feats: Alertness
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9), band (10-100 plus 150% noncombatants plus 1 2nd-level sergeant per 20 adults and 1 sub-chief of 3rd-level), warband (10-24), or tribe (20-200 plus 1 2nd-level sergeant per 20 adults, 2-4 3rd-level sub-chief bodyguards, 3-12 3rd-level leader bodyguards and 1 4th-level chief).
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

     Most norkers encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.  (See page 39 in the Dungeon Master’s Guide for more about the warrior class.)
     Norkers speak Goblin and Orc.

Combat
     Skills:  Norkers receive a +4 racial bonus to move silently.

Norker 	Characters
A norker’s favored class is fighter, and leaders tend to be fighters or fighter/rouges.