Nora
Nora.png

NORA CONCEPT ART

Nora Youth

Medium human


Armour Class 12 (nora brave outfit)
Hit Points 12 (4 - 22)
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+1 (D) +1 (C) +0 (D) +1 (C)

Skills athletics +2, notice +1, stealth +2, survival +1
Senses passive notice 11
Challenge 1/8 (25 XP)


Unproven (1/long rest). The Nora youth has a proficiency bonus of +1. In addition, the first time they make a saving throw they must roll it with disadvantage. After this feature causes the Nora youth to roll a saving throw with disadvantage, it doesn't affect them again until after their next long rest.

Actions

Spear. Melee weapon attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) melee impact damage or 5 (1d8 +1) melee impact damage if wielded in two hands.

Hunter Bow. Ranged weapon attack: +2 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Hunter Arrow. 4 (1d6 + 1) ranged impact damage and 2 (1d4) tear damage.

Nora Brave (Protector)

Medium human


Armour Class 14 (light protector outfit)
Hit Points 21 (9 - 36)
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+2 (C) +2 (B) +1 (D) +2 (C)

Skills acrobatics +3, athletics +5, notice +3, stealth +5, survival +3
Senses passive notice 13
Challenge 1/4 (50 XP)


Protector. The Nora protector brave wears light protector armor, which reduces each source of melee and ranged impact damage by 3 each.

Proven. The Nora brave adds add half their proficiency bonus to acrobatics, athletics, and stealth, even if they are already proficient in one or more of those skills.

Actions

Spear. Melee weapon attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) melee impact damage or 6 (1d8 +2) melee impact damage if wielded in two hands.

Hunter Bow. Ranged weapon attack: +4 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Hunter Arrow. 4 (1d6 + 2) ranged impact damage and 2 (1d4) tear damage.

Reactions

Protection. When a creature the Nora protector brave can see attacks a target other than you that is within 5 feet of them, the protector can use their reaction to impose disadvantage on the attack roll. The Nora protector brave must be wielding a weapon or shield with which to deflect the attack.

Nora Brave (Silent Hunter)

Medium human


Armour Class 14 (light silent hunter outfit)
Hit Points 21 (9 - 36)
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+1 (C) +3 (B) +2 (D) +1 (C)

Skills acrobatics +4, athletics +4, notice +4, stealth +6, survival +4
Senses passive notice 14
Challenge 1/4 (50 XP)


Proven. The Nora brave adds add half their proficiency bonus to acrobatics, athletics, and stealth, even if they are already proficient in one or more of those skills.

Silent Hunter. The Nora silent hunter brave wears light silent hunter armor, which grants them a +2 bonus to stealth checks.

Actions

Spear. Melee weapon attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) melee impact damage or 5 (1d8 +1) melee impact damage if wielded in two hands.

Hunter Bow. Ranged weapon attack: +5 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Hunter Arrow. 6 (1d6 + 3) ranged impact damage and 2 (1d4) tear damage.

Reactions

Skirmisher. When an enemy ends its turn within 5 feet of the Nora silent hunter brave, the silent hunter can move up to half their speed. This movement doesn’t provoke opportunity attacks.

Nora Brave (Survivor)

Medium human


Armour Class 13 (light survivor outfit)
Hit Points 21 (9 - 36)
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+2 (C) +2 (B) +2 (D) +1 (C)

Skills acrobatics +3, athletics +5, notice +4, stealth +5, survival +6
Senses passive notice 14
Challenge 1/4 (50 XP)


Proven. The Nora brave adds add half their proficiency bonus to acrobatics, athletics, and stealth, even if they are already proficient in one or more of those skills.

Relentless (1/long rest). When the Nora survivor brave is reduced to 0 hit points and any excess damage does not exceed their maximum hit points in value, they drop to 1 hit point instead.

Survivor. The Nora survivor brave wears light survivor armor. When the Nora brave must make a saving throw against an elemental effect the DC is reduced by 1. An elemental effect is one that either causes fire, freeze, or shock damage; or else imposes a condition or effect caused by exposure cold, heat, or electricity.

Actions

Spear. Melee weapon attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) melee impact damage or 6 (1d8 +2) melee impact damage if wielded in two hands.

Hunter Bow. Ranged weapon attack: +4 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Hunter Arrow. 5 (1d6 + 2) ranged impact damage and 2 (1d4) tear damage.

Nora Veteran (Protector)

Medium human


Armour Class 17 (medium protector outfit)
Hit Points 40 (15 - 65)
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+2 (A) +3 (D) +2 (D) +2 (A)

Skills acrobatics +4, athletics +6, notice +5, stealth +7, survival +5
Senses passive notice 15
Challenge 1 (200 XP)


Protector. The Nora protector veteran wears medium protector armor, which reduces each source of melee and ranged impact damage by 6 each.

Proven. The Nora veteran adds add half their proficiency bonus to acrobatics, athletics, and stealth, even if they are already proficient in one or more of those skills.

Actions

Multiattack. The Nora protector veteran makes two attacks with their spearr, hunter's bow, or war bow.

Spear. Melee weapon attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) melee impact damage or 6 (1d8 +2) melee impact damage if wielded in two hands.

Hunter Bow. Ranged weapon attack: +6 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Hunter Arrow. 6 (1d6 + 3) ranged impact damage and 2 (1d4) tear damage.

War Bow. Ranged weapon attack: +6 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Shock Arrow (2 only). 5 (1d4 + 3) ranged impact damage and 3 (1d6) shock damage. The target must make a DC 14 Might saving throw or become stunned until the end of their next turn.

Reactions

Protection. When a creature the Nora protector veteran can see attacks a target other than you that is within 5 feet of them, the protector can use their reaction to impose disadvantage on the attack roll. The Nora protector veteran must be wielding a weapon or shield with which to deflect the attack.

Nora Veteran (Silent Hunter)

Medium human


Armour Class 17 (medium silent hunter outfit)
Hit Points 35 (15 - 60)
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+1 (A) +4 (D) +3 (D) +1 (A)

Skills acrobatics +5, athletics +5, notice +6, stealth +8, survival +6
Senses passive notice 16
Challenge 1 (200 XP)


Proven. The Nora veteran adds add half their proficiency bonus to acrobatics, athletics, and stealth, even if they are already proficient in one or more of those skills.

Silent Hunter. The Nora silent hunter veteran wears medium silent hunter armor, which grants them a +4 bonus to Finesse (stealth) checks.

Actions

Multiattack. The Nora silent hunter veteran makes two attacks with their spear, hunter's bow, or sharpshot bow.

Spear. Melee weapon attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) melee impact damage or 5 (1d8 +1) melee impact damage if wielded in two hands.

Hunter Bow. Ranged weapon attack: +7 to hit, range 150/600 ft., one target. Hit: By ammo type.

  • Hunter Arrow. 7 (1d6 + 4) ranged impact damage and 2 (1d4) tear damage.

Sharpshot Bow. Ranged weapon attack: +7 to hit, range 150/600 ft., one target. Hit: By ammo type.

  • Precision Arrow (3 only). 13 (2d8 + 4) ranged impact damage and 5 (2d4) tear damage.

Reactions

Skirmisher. When an enemy ends its turn within 5 feet of the Nora silent hunter veteran, the silent hunter can move up to half their speed. This movement doesn’t provoke opportunity attacks.

Nora Veteran (Survivor)

Medium human


Armour Class 16 (medium survivor outfit)
Hit Points 21 (6 - 36)
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+2 (A) +3 (D) +2 (B) +1 (A)

Skills acrobatics +4, athletics +6, notice +5, stealth +7, survival +8
Senses passive notice 15
Challenge 1 (200 XP)


Proven. The Nora veteran adds add half their proficiency bonus to acrobatics, athletics, and stealth, even if they are already proficient in one or more of those skills.

Relentless (1/long rest). When the Nora survivor veteran is reduced to 0 hit points and any excess damage does not exceed their maximum hit points in value, they drop to 1 hit point instead.

Survivor. The Nora survivor veteran wears medium survivor armor. When the Nora brave must make a saving throw against an elemental effect the DC is reduced by 2. An elemental effect is one that either causes fire, freeze, or shock damage; or else imposes a condition or effect caused by exposure cold, heat, or electricity.

Actions

Multiattack. The Nora survivor veteran makes two attacks with their spear, hunter's bow, or war bow.

Spear. Melee weapon attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) melee impact damage or 6 (1d8 +2) melee impact damage if wielded in two hands.

Hunter Bow. Ranged weapon attack: +6 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Hunter Arrow. 6 (1d6 + 3) ranged impact damage and 2 (1d4) tear damage.

War Bow. Ranged weapon attack: +6 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Shock Arrow (2 only). 5 (1d4 + 3) ranged impact damage and 3 (1d6) shock damage. The target must make a DC 14 Might saving throw or become stunned until the end of their next turn.

Nora Loot

d20 roll Number of Items
1-9 1
10-15 2
16-19 3
20 4

If a loot item says "(max 1)", if you roll the same result again for the same creature treat the result as though it were the previous available entry in the table. If that loot item is also limited to a maximum of 1 and has already been received, keep moving up the table.

CR 1/8 - CR 1

d% roll Item
1-47 1 shard
48-56
57-85 1 ammunition of a type carried by Nora (if Nora carries more than one type, randomly determine which type)
86-100 1 desert glass (max 1)

CR 2 - CR 5

1-20 1 shard
21-32 1 animal talisman, tooth (max 1)
33-41 1 animal talisman, tail (max 1)
42-70 1 ammunition of a type carried by Nora (if Nora carries more than one type, randomly determine which type)
71-100 1 desert glass (max 1)

CR 6+

1-25 1 shard
26-39 1 animal talisman, tooth (max 1)
40-51 1 animal talisman, tail (max 1)
52-60 1 animal talisman, skull (max 1)
37-63 1 ammunition of a type carried by Nora (if Nora carries more than one type, randomly determine which type)
64-100 1 desert glass (max 1)
Horizon Zero Dawn is the sole intellectual property of Guerilla Games. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.