well then... next!
May 1981, issue #49
Nogra
Created by Loren Kruse
FREQUENCY: Rare
NUMBER APPEARING: 2-3 or 4-24
ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 2
% IN LAIR: 70%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard (see below)
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: S (1’ high at shoulder)
PSIONIC ABILITY: Nil
Attack Defense Modes: Nil
The Nogra is a small creature with long, sharp claws which somewhat resembles a hairless lynx. However, the true physical nature of the Nogra will never be apparent when the animals are encountered. A live Nogra continually secretes a substance from its body which absorbs all visible light in the immediate area, causing the creature to appear as a Darkness spell. The absorption of light extends into the infrared and ultraviolet parts of the spectrum, rendering infravision and ultravision useless for purposes of seeing the creature’s actual form.
The animals can use their claws in combat, and also employ them to climb along walls and ceilings. Their eyes are not functional, since they can’t see out of the curtain of darkness that surrounds them. However, this lack of sight is more than compensated for by the Nogra’s excellent senses of smell and hearing.
The light-absorbing substance which the Nogra’s body secretes also acts as a contact poison to any other species. Any character or creature which comes into contact with the Nogra (i.e., if the Nogra scores a hit) must make a saving throw vs. poison or be blinded 2-8 rounds later. This save vs. poison may be attempted in each round after the poisoning takes place, up until the round when blindness is determined to set in, and only needs to be made once within the pre-blindness period of 2-8 rounds to neutralize the effects of that particular poison strike. A separate save is required for each poison strike inflicted on a particular victim, whether the hits come from the same Nogra or different animals. If a victim is blinded, sight may only be restored by the use of a Cure Blindness, Limited
Wish, Wish or Alter Reality spell. There is no known antidote for Nogra poison.
If encountered outside their lair (2-3 in number), Nogra are 70% likely to be hunting, and in this case will be secluded in a position from which to ambush their prey. When hunting, Nogra will attack at the first opportunity and will always surprise their prey unless their presence can be detected beforehand. If not hunting, Nogra are not aggressive.
If encountered in their lair, the Nogra will be in a pack of 4-24 in number and will always attack immediately as soon as the lair is disturbed. There is an 80% chance that an encountered lair will contain the “pack leader,” its largest and most powerful member (2+2 hit dice, 2 attacks per round).
Because they normally exist in a world of darkness, Nogra are extremely sensitive to light. The presence of a bright light (the equivalent of daylight or a Continual Light spell) will drive the Nogra away from the light source 70% of the time, if the animals are outside their lair. In their lair, Nogra will never retreat from the light, but will instead stand and attack. If the animal does not retreat from the bright light, it will suffer -4 “to hit” in combat for as long as the light remains. A Light spell affects Nogra in the same way, except that the chance of retreating is 50% and the penalty “to hit” is -2.
A Light spell cast at a Nogra will be absorbed (if the creature misses its saving throw) and have no apparent effect, but the energy of the spell will do 1-4 points of damage to the creature. Continual Light has the same properties, except that it can cause 2-8 points of damage if absorbed.
Light and Continual Light spells which are cast directly at a Nogra and not absorbed will simply dissipate. If either type of spell is cast in proximity to Nogra, with the intention of illuminating the area, the Nogra must be checked to see if they retreat as per the procedure above.
The true appearance of a Nogra can only be ascertained when the animal is killed. When it dies, the light-absorbing secretion stops, and the darkness around the animal fades away in 1-3 rounds. The contact poison is rendered harmless upon death. The hide of a Nogra is dark-colored and looks somewhat like that of a shark.
some preliminary stats for the nogra:
Nogra
Small Magical Beast
Hit Dice: 2d10+X (X hp)
Initiative: +X
Speed: 20 ft (4 squares)
Armor Class: 15 (+1 size, +X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +2/+X
Attack: Claw +X melee (1d4+x)
Full Attacks: Claw +X melee (1d4+x)
Space/Reach: 5 ft/5 ft
Special Attacks: (blinding poison – contact and injury)
Special Qualities: (blindsense or blindsight), (darkness), darkvision 60 ft, low-light vision, scent, (sensitive to light)
Saves: Fort +0 Ref +3 Will +3 (base)
Abilities: Str X Dex X Con X Int 6 Wis X Chr X
Skills: 5 ranks – Climb, Listen, Hide
Feats: 1
Environment: X
Organization: Solitary, 2-3 (hunting) or 4-24 (pack in lair)
Challenge Rating: X
Treasure: Standard
Alignment: Usually lawful good
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: +X
COMBAT
Originally found in Dragon Magazine #49 ("Dragon’s Bestiary," May 1981, Loren Kruse).