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Nora

Medium Humanoid (Human), Neutral Evil


Armor Class 20 (natural armor)

Hit Points 336 (32d8+192)

Speed 30 ft.

STR 14 (+2)
DEX 16 (+3)
CON 22 (+6)
INT 18 (+4)
WIS 14 (+2)
CHA 24 (+7)

Saving Throws Con +15, Cha +16

Skills Arcana +11, Insight +7, Persuasion +12

Damage Resistances cold; necrotic; psychic

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 16

Languages Common, Infernal, Sylvan, Demonic

Challenge 25 (75,000 XP) Proficiency Bonus +9


Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Keen Senses. The creature has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Overseer of the Veil. Nora can maintain concentration on two spells simultaneously, as a single action, but only during her own turn.
Innate Spellcasting. Nora's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, Nora siphons magical power from the Veiled Pact, drawing on the Feywild and Abyssal energies that flicker at the edges of reality. Spells require no material components.:
1st level (4 slots): faerie fire, shield
2nd level (3 slots): mirror image, misty step
3rd level (3 slots): clairvoyance, counterspell
4th level (2 slots): phantasmal killer, dimension door
1/day each: dominate person, telekinesis
3/day each: counterspell, dispel magic, fly
At will: eldritch blast, mage hand, minor illusion
Cantrips (at will): eldritch blast, mage hand, minor illusion

Actions

Multiattack. Nora makes three attacks: two with her shadow staff and one with a Abyssal Gaze spell.
Shadow Staff. Melee weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) psychic damage. The target must succeed on a DC 22 Constitution saving throw or have their movement speed reduced by 10 feet until the end of its next turn.
Abyssal Gaze. Ranged spell Attack: +20 to hit, range 120 ft., one target. Hit: 19 (3d8+6) psychic damage. Hit or miss, the target must succeed on a DC 22 Wisdom saving throw or be frightened for 1 round. On a failed save, the target is also restrained by shadows until the end of its next turn.

Reactions

Unnerving Gaze. When a creature Nora can see targets her with an attack, she can force the attacker to roll a DC 22 Wisdom save to avoid being paralyzed until the end of its next turn. On a failed save, the attacker is frightened for 1 round.

Legendary Actions

The creature can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.

Detect. The creature makes a Wisdom (Perception) check.
Shadow Step. Teleport up to 30 feet to an unoccupied space you can see. If you end this movement within 5 feet of a hostile creature, you may make a Shadow Staff attack as part of the same action.
Veil of Doom (Costs 2 Actions). Nora shrouds the area in shadow. All enemies within 20 feet must succeed on a DC 22 Wisdom saving throw or be blinded until the start of Nora's next turn.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Nora's Lair Actions
  • On initiative counts 20, 15, and 10, Nora can take a lair action to cause one of the following effects: shadowy tendrils sprout from the ground in a 20-foot square, causing creatures to make a DC 22 Strength saving throw or be pulled 10 feet toward the nearest shadow; or the air grows thick with green mist, granting Nora advantage on spell attack rolls until the next round; or spectral wards ripple, granting Nora and allies within 10 feet advantage on saving throws until the start of the next round.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 6 miles of Nora's lair, magic-related misfires occur: spell components vanish, teleportations fail, and harmless illusions appear at random.
  • Dark green motes drift over waters and crops, bestowing a subtle, arcane chill to the land.
  • Whispers of a hidden pact echo through nearby ruins, hinting at Nora's lineage and Tasha's manipulation.

If Nora dies, these effects fade over 1d10 days.

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Lore & Description

Appearance

Nora is a striking sorceress with the poise of a duchess and the lethal beauty of Yennefer. Her eyes are a deep, unsettling green that seems to drink light; her hair is raven-black, often loose and wild. Her attire blends baroque elegance with practical dark robes, all embroidered with sigils and runes that trace along her sleeves like living ink. Her power radiates in a cold, green aura that lingers after she casts, and her voice has a musical, unnerving cadence that can manipulate will and reality alike. She wears a pendant that resembles a tiny, archaic sigilโ€”the Veiled Pactโ€”that hums whenever she draws on her lineage and secrets stolen from the Witch-Tasker path of Tasha.

Behavior & Origins

Nora, an adopted daughter of Tasha's grand scheme, grew from a curse laid on Nora's mortal mother and a duplicitous bargain struck with Nora's father. Hidden away and tutored in the art of witchcraft and sorcery, Nora rose to power beyond even her adoptive mother, seeking the throne of Baba Yaga herself. She embodies a rare blend of chaotic cunning and surgical precision, a prodigy whose influence corrupts from the shadows and whose ambition is to unseat those who colored the world with old magic, replacing it with a new, iron-willed order.

Monster Image

Nora

Generation Info

Original prompt:
"A witch/sorceress called Nora who is an adopted child of Tasha. Tasha sensed a powerful sorceress being born, so she put a curse on Noras mother and tricked her father to sell their daughter in exchange for his wife's life. She trained Nora in secret with intention of overthrowing Baba Yaga one day. Nora is extremely powerful witch whose power surpasses even Tasha. Her looks is based on Yennefer from the witcher series, but instead of purple eyes, her eyes (and most spells) are dark green."

Last update:
"just like tasha, she also has knowledge of the feywild and abyss, so some of her spells and abilities should be from those domains, not necrotic or hellish"

Created: Feb 13, 2026
Modified: May 22, 2026

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