Norn
Creature 20- Perception
- +41 detect magic; greater darkvision, lifesense 120 feet, truesight 60 feet
- Languages
- Common, Fey, Jotun, Truespeech
- 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
- Items
- shears
Greater Darkvision
Lifesense 120 feet
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: Cataclysm, Foresight, Manifestation(once per day), Pinpoint, and Revival.
Constant Spells
- AC
- 46; Fort +34, Ref +30, Will +38; +1 status to all saves vs. magic
- HP
- 375, regeneration 20 (deactivated by cold iron); Immunities off guard, void; Weaknesses cold iron 20
Regeneration 20 (Deactivated by Cold Iron)
- Speed
- 35 feet, fly 35 feet
Melee ◆ shears +38 (deadly 2d8, magical, reach 10 feet, versatile p), Damage 4d4+15 slashing plus 6d6 void plus Sever Fate
Melee ◆ hand of fate +38 (agile, magical, reach 10 feet), Damage 4d10+15 void plus Sever Fate
Occult Innate Spells DC 42, attack +34; 10th freeze time; 9th phantasmagoria, execute, retrocognition; 8th migration, quandary; 7th spellwrack, read omens, dispel magic; Constant (10th) hidden mind, truesight, truespeech; Constant (1st) detect magic
Triumvirate Spells DC 42, attack +34; 10th cataclysm, manifestation, revival; 9th foresight; 8th pinpoint, cursed metamorphosis; 5th illusory scene, scouting eye, clairvoyance, talking corpse, clairaudience, dream message, augury, charm, illusory disguise
Fated (fortune, misfortune) 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, can't have their effects negated by this ability.
Sever Fate (occult) When a norn deals void damage with a Strike, she regains 10 healing Hit Points. The target must succeed at a DC 39 Fortitude save or become Drained 1 (Drained 2 on a critical failure).
Further void 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 ⟲ (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, 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 void 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 a Wish ritual 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.
Source: Pathfinder Monster Core