Nogri
Nogri
Sheet
AC 14 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Hungry Jaws
When As a bonus action when a creature is within 5 feet and Nogri has not exhausted this feature's uses.
As a bonus action, Nogri makes a special bite attack against a creature within 5 feet. If the attack hits, Nogri gains temporary hit points equal to his proficiency bonus. He can use this feature a number of times equal to his proficiency bonus, regaining all uses after a long rest.
- Hungry JawsLizardfolkOnce per short or long rest, when Nogri uses his bonus action to make a special bite attack and hits, he gains temporary hit points equal to his Constitution modifier, minimum 1. This 2014 racial trait can be used a number of times equal to his proficiency bonus, with all uses restored after a long rest.
Always on
- Bite
When When Nogri makes an unarmed strike with his jaws.
Nogri makes one bite attack using his jaws. On a hit, the attack deals 1d6 plus 3 piercing damage.
- Thieves' CantLevel 1
Nogri has proficiency with thieves' tools. He can also use thieves' tools to disarm traps and open locks, adding his proficiency bonus to relevant ability checks.
- Thieves' CantLevel 1
Nogri knows a secret mix of language, jargon, and codes used by rogues. He can hide messages in ordinary conversation, and only another creature that knows thieves' cant can understand such messages.
- Sneak AttackLevel 1
Once per turn, Nogri can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. He can also apply this damage when an enemy of the target is within 5 feet of it, provided he does not have disadvantage on the attack roll and the attack uses a finesse or ranged weapon.
- ExpertiseLevel 1
Nogri gains expertise in two proficient skills or in one skill and thieves' tools. His proficiency bonus is doubled for ability checks using the chosen proficiencies. His expertise applies to Stealth and thieves' tools.
- Natural ArmorLizardfolkWhen not wearing armor, Nogri's base AC is 13 plus his Dexterity modifier. He can use a shield and still gain this benefit.
- BiteLizardfolkNogri's jaws are a natural weapon that deal 1d6 plus Strength modifier piercing damage on a hit.
- Cunning ArtisanLizardfolkDuring a short rest, Nogri can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant to create a shield, club, javelin, darts, or blowgun needles, subject to the materials available.
- Hold BreathLizardfolkNogri can hold his breath for up to 15 minutes.
- Lizardfolk languageLizardfolkNogri can speak, read, and write Common and Draconic. His Sage background grants two additional languages.
- ResearcherSage
When Nogri does not know a piece of information, he knows where and from whom that information can be obtained. Usually, this means a library, archive, scholar, sage, or other learned person, though the knowledge might be hidden in a ruin or preserved in an oral tradition.
Gear
11 itemsWeapons
- RapierA finesse martial melee weapon suitable for precise strikes.
- Shortbow and 20 arrowsA ranged martial weapon with a quiver containing 20 arrows.
- 2×DaggerLight finesse weapons used as concealed backups.
Armor
- Leather armorA light protective armor worn beneath Nogri's cloak. Its base AC is 11 plus Dexterity modifier, but Nogri normally relies on his tougher natural armor instead.
Tools
- Small knifeA small knife, useful for cutting parchment, food, or cord.
Gear
- Burglar's PackA pack containing a backpack, 10 pitons, 10 feet of hempen rope, 5 sacks, a tinderbox, 10 torches, and 10 days of rations.
- InkA small container of black ink.
- QuillA writing instrument used for copying notes and making coded records.
- Letter from a dead colleagueA letter from a dead colleague posing a question Nogri has not yet solved.
- Common clothesSimple travel clothing suitable for a scholar on the road.
Purse
- 10×Gold piecesStarting currency retained from his academic stipend and early investigations.
Appearance
Nogri is a broad-shouldered male lizardfolk with muted green and brown scales, a heavy tail, and amber-gold eyes that rarely blink. His scales are darker along his back and forearms, weathered by years of marsh rain, river grit, and long work beneath open skies. He wears practical leather armor beneath a scholar's travel cloak, with a rapier at his hip and a shortbow across his back. Within moments of meeting someone, most people notice that he repeatedly checks the small bone tube containing his ink and quill, as if confirming that knowledge has not escaped.
Mannerisms
Nogri speaks in short, measured statements and pauses to taste the air when entering an unfamiliar room. While thinking, he lightly taps two claws against the bone tube holding his ink and quill. He often tilts his head toward a speaker without blinking, which makes his attention feel more intense than friendly.
Personality
Nogri is patient, observant, and unsettlingly direct. He prefers facts to reassurance and often studies a person's hands, footwear, and breathing before deciding whether to trust them. Despite his analytical manner, he is quietly protective of anyone who shares knowledge freely or admits ignorance without shame.
Ideals
Knowledge is a living thing. It must be carried, tested, and protected, not locked away by people who fear what the truth might change.
Bonds
The stolen tablets from his academy must be recovered, and the scholar who trusted him must be proven innocent. Nogri also feels responsible for preserving knowledge that would otherwise be destroyed or forgotten.
Flaws
Nogri treats people as sources before he treats them as companions, and he can become so focused on solving a mystery that he ignores obvious emotional needs. He also has difficulty abandoning a question, even when pursuing its answer places the group in danger.
Quirks
Background
Nogri was raised among a lizardfolk marsh-clan that valued useful knowledge above written history. The clan remembered safe paths by scent, flood patterns by taste, and the habits of predators by patient observation. Nogri became fascinated by the marks left by outsiders, especially maps, ledgers, and abandoned field journals. A traveling sage recognized his sharp memory and brought him to a riverside academy, where Nogri learned to read several languages and discovered that books often concealed more than they revealed. His education ended when a collection of ancient tablets vanished from the academy's restricted vault. Nogri was blamed because he had been cataloging them, though he knows the theft was arranged by someone with access to the scholars' quarters. He followed the trail into the underworld, where his talent for silent movement, careful questioning, and opening secured containers proved more valuable than formal scholarship. Now he works as a rogue and investigator, gathering fragments of lost knowledge while searching for the stolen tablets. To Nogri, every locked door is a question, every rumor is a partial answer, and every corpse is evidence that someone failed to ask the right question soon enough.
“The clan remembered safe paths by scent, flood patterns by taste, and the habits of predators by patient observation.”
- Background
- Sage
Connections
Species
Lizardfolk
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