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.