Norn
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)
- 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, Combat Reflexes, Diehard, Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (phantasmal killer)
<p class="stat-block-1"> 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.</p>
<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>
<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>
<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>
<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>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<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
- 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
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Uses feat: Combat Expertise (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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