Norn

CREATURE 20

rare ln large fey 

Perception +41; detect magic, greater darkvision, lifesense 120 feet, true seeing

Languages Common, Jotun, Sylvan; tongues

Skills Crafting +36, Deception +35, Intimidation +37, Lore (all) +28, Medicine +38, Occultism +34, Performance +31, Religion +34

Str +7 Dex +6 Con +6 Int +6 Wis +10 Cha +7

Sense Fate (fortune) A norn automatically rolls a 20 when she rolls initiative.

Triumvirate This functions as the coven ability, except only norns can join a triumvirate, and it functions only as long as exactly three norns are part of the triumvirate. A triumvirate grants the following spells: alter reality (once per day), cataclysm, discern location, foresight, and revival.

AC  46; Fort +34, Ref +30, Will +38

HP 375, regeneration 20 (deactivated by cold iron); Immunities flat-footed, negative

Speed 35 feet, fly 35 feet

Melee [>] norn shears +38 (deadly 2d12, magical, reach 10 feet, versatile p), Damage 4d6+15 slashing plus 5d6 negative and sever fate

Melee [>] hand of fate +38 (agile, magical, reach 10 feet), Damage 4d10+15 negative plus sever fate

Occult Innate Spells DC 42; 10th time stop; 9th power word kill, retrocognition, weird; 8th maze, wind walk; 7th dispel magic (at will), read omens (at will), spellwrack (at will); Constant (10th) detect magic, mind blank, tongues, true seeing

Rituals DC 42; geas, legend lore

Fated When a creature is subject to a fortune effect from a norn and a misfortune effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like Vaevad, Doudraind, or Grobreil, count as a norn for the purpose of this ability.

Sever Fate (necromancy, occult) When a norn deals negative damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become drained 1 (drained 2 on a critical failure). Further negative damage dealt by the norn increases the drained condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of drained 4.

Shift Fate [R] (divination, occult) Trigger A creature within 120 feet attempts a saving throw; Effect The creature rolls the saving throw twice, and then the norn decides which result applies. If the norn chooses the lower roll, this is a misfortune effect; if she chooses the higher roll, it's a fortune effect; if they're the same, she decides which trait to apply.

Snip Thread [>>] (death, manipulate, necromancy, occult) Frequency three times per day; Effect The norn produces a golden thread linked to the fate of a creature within 100 feet of her, then snips it short with her shears. The target takes 100 negative damage (DC 42 basic Fortitude save). If the target is reduced to 0 Hit Points from this damage, the thread is completely severed and the creature dies immediately. A creature slain by Snip Thread can't be restored to life except by miracle, wish, or similarly powerful magic; or by divine intervention. Regardless of the outcome of their saving throw, a creature targeted by Snip Thread then becomes temporarily immune for 24 hours. The norn can't use Snip Thread again for 1d4 rounds.

Bestiary 2, page 184.

Open Norn in the interactive creatures list or browse all creatures starting with N.