Found in deep caves, the nog obviously is clearly some kind of horrid hybrid between bats and humanoids. Their dark purple skin, hairless bodies, and huge ears betray their bat ancestry, while their humanoid shape and lack of wings requires that they behave more like humanoids.

Nog wear no clothing, preferring to adorn their bodies with earrings, necklaces, bracelets, and anklets.

Nog typically hunt for fish, insects, and other small game, but will also attack humanoids if they seem weak enough (or the nog are desperate enough). Nog will even hunt and eat their own kind.

Nog are naturally flighty creatures, typically running from any encounter that goes against them. This makes them poor servants or slaves, but other creatures often magically charm nog to provide guidance and assistance.

Art

In terms of stats, I'm going to base this off the death dog, which has advantages on perception that fit the bat concept nicely. I'll replace its two-headed trait with keen hearing (similar to that of a werewolf). I'll also give it a poisoning bite and blindsight instead of darkvision, since come on, it's a humanoid bat!

Let's do this!

Stat block

Homebrewery stat block:


Nog

Medium humanoid, chaotic neutral


  • Armor Class 12 (natural)
  • Hit Points 40 (6d8 + 13)
  • Speed 40 ft.
    STR DEX CON INT WIS CHA
    15 (+2) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 6 (-2)

  • Skills Perception +5, Stealth +4
  • Senses Blindsight 120 ft., Passive Perception 15
  • Languages Undercommon
  • Challenge 1 (200 XP)

    Keen Hearing. The nog has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. The Libra makes two claw attacks, of which only one can be a bite attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Art found online without attribution, sadly.

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