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.
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.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 3 (1d4 + 1) slashing damage.