Library / Bestiary

Norn

CR 18.00 Fey LN Large
This towering, stern woman wears her long blonde hair in braids. She carries a reel of golden thread and a pair of shears.

Ancient beyond imagining, the norns are a race of powerful women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon or with a vengeance when the strands of fate are twisted and abused by lesser beings. Worshiped as gods by some, the norns do little to discourage this veneration.

A norn stands 14 feet tall and weighs 800 pounds.

STR
25
DEX
14
CON
30
INT
21
WIS
24
CHA
31
HP
270 (20d6+200); regeneration 10 (cold iron)
AC
33, touch 21, flat-footed 31 (+7 armor, +2 Dex, +10 insight, +5 natural, -1 size)
Speed
40 ft. (30 ft. with armor)
Init
+16
Melee
shears +21/+21/+16 (1d8+12/15-20 plus energy drain), touch +11 (energy drain)
Space
10 ft.
Reach
10 ft.
BAB
+10
CMB
+18
CMD
40
Fort
+18
Ref
+18
Will
+21; +8 vs. mind-affecting spells and effects; +4 vs. death spells and effects
DR
15/cold iron
SR
29
Defensive Abilities
death ward, fated, foresight, mind blank, never surprised or flat-footed

Weapons: Simple

energy drain (2 levels, DC 30)

Shift Fate — As an immediate action, a norn can force any one target within 120 feet to reroll a saving throw—this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll.

Snip Thread — As a standard action up to three times per day but no more often than once every 1d4 rounds, a norn may produce a golden thread linked to a creature's fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the norn's line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 30 for half). If the target dies from this damage, the norn has cut through the thread—in this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The Save DC is Charisma-based.

change shape (humanoid; alter self or giant form II)

Combat Expertise from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by &ndash;1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Diehard from Feat

<p class="stat-block-1"> When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.</p><p class="stat-block-2">When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.</p>

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

<p class="stat-block-1"> Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Improved Iron Will from Feat

<p class="stat-block-1"> Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>

<p class="stat-block-1"> Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Bluff +23, Craft (cloth) +18, Heal +11, Intimidate +30, Knowledge (all) +18, Perception +30, Perform (oratory) +18, Sense Motive +30, Use Magic Device +23

spell-like abilities:
Constant—Death Ward, Constant—Foresight, Constant—Arcane Sight, Greater, Constant—Mind Blank, Constant—Tongues, Constant—True Seeing, At will—Bestow Curse, At will—Divination, At will—Dispel Magic, Greater, At will—Geas/Quest, At will—Vision, At will—Wind Walk, 1/day—Maze, 1/day—Moment Of Prescience, 1/day—Phantasmal Killer, 1/day—Power Word Kill, 1/day—Time Stop, 1/day—Weird
Details
Type
Fey
Alignment
LN
Size
Large
Environment
cold mountains
Organization
solitary, pair, or trio
Treasure
double (+3 hide armor, shears, golden thread worth 500 gp, other treasure)
Senses
all-around vision, blindsight 120 ft., low-light vision, greater arcane sight, true seeing; Perception +30
Languages
Common, Giant, Sylvan; tongues
Source
Bestiary 3
Sources Used in This Record
28 House/Core
  • Uses feat: Combat Expertise (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Diehard (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Death Ward (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Foresight (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Arcane Sight, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mind Blank (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Tongues (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bestow Curse (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Divination (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Geas/Quest (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Vision (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wind Walk (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Maze (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Moment Of Prescience (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Phantasmal Killer (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Power Word Kill (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Time Stop (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Weird (Spell)
    House/Core — covered by the site's Section 15.
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