Library / Bestiary

Norn

CR 18.00 Fey LN Large HD 20
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.

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)
Init
+16
Speed
40 ft. (30 ft. with armor)
Fort
+18
Ref
+18
Will
+21; +8 vs. mind-affecting spells and effects; +4 vs. death spells and effects
BAB
+10
CMB
+18
CMD
40
Melee
shears +21/+21/+16 (1d8+12/15-20 plus energy drain), touch +11 (energy drain)
Space
10 ft.
Reach
10 ft.
DR
15/cold iron
SR
29
Defensive Abilities
death ward, fated, foresight, mind blank, never surprised or flat-footed
str
25
+7
dex
14
+2
con
30
+10
int
21
+5
wis
24
+7
cha
31
+10

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)

Universal Monster Rules

Change Shape (humanoid; alter self or giant form II) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Energy Drain (2 levels, DC 30) Su from Universal Monster Rule
This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature's racial HD + the draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Special Abilities

Death Ward from text
Fated from text
Foresight from text
Mind Blank from text
Never Surprised Or Flat-Footed from text
Shift Fate from text
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 from text
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.

Feats, Traits & Items

Combat Expertise from Feat

You can choose to take a –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 –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.

Combat Reflexes from Feat

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.

Diehard from Feat

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.

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.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

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.

Also in: Fortune & Luck

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Iron Will from Feat

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.

Also in: Fortune & Luck

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.

Also in: Fortune & Luck
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Quicken Spell-Like Ability (phantasmal killer) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.

A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

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 (DC 24), Constant—Foresight, Constant—Arcane Sight, Greater, Constant—Mind Blank (DC 28), Constant—Tongues (DC 23), Constant—True Seeing (DC 26), At will—Bestow Curse (DC 24), At will—Divination, At will—Dispel Magic, Greater, At will—Geas/Quest, At will—Vision, At will—Wind Walk (DC 26), 1/day—Maze, 1/day—Moment Of Prescience, 1/day—Phantasmal Killer (DC 24), 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
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
28 House/Core 1 Recognized publisher
View references and cross-links for Norn

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