Diskrasia The Sharp
Creature 20 (unique) — fey
Pre-Remaster content. May include legacy alignment.
Ancient beyond imagining, norns are powerful fey 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. Norns' relationship with the Eldest of the First World is complex. Many among norns serve Magdh the Three, the triune Eldest who some norns believe to be the first norn triumvirate bound
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +41
Skills crafting +36, deception +35, intimidation +37, medicine +38, occultism +34, performance +31, religion +34
Str
+7
Dex
+6
Con
+6
Int
+6
Wis
+10
Cha
+7
AC 46
Fort +34
Ref +30
Will +38
HP 375
Immunities off-guard, void
Weaknesses cold-iron 20
Speed 35 feet, fly 35 feet
Offense
Melee Norn Shears +38, Damage 4d6+15 slashing plus 5d6 void
Melee Hand Of Fate +38, Damage 4d10+15 void
Abilities
Greater Darkvision — Greater Darkvision
Lifesense 120 feet — Lifesense
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, Pinpoint, Foresight, and Revival.
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Regeneration 20 (Deactivated by Cold Iron) — Regeneration
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, like Desna, Magdh, or Pharasma, count as a norn for the purpose of 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 (fortune, misfortune, occult) —
Shred Thread (occult) — **Critical Success** The target is unaffected.
**Success** The target's mind reels momentarily. They become Stunned 1.
**Failure** The target's mind becomes clouded. They become Stunned 2, Stupefied 1, and Confused.
**Critical Failure** The shock of the suddenly muddled future overwhelms the target. They become Stunned 3, Stupefied 2, and confused.
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 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.
Undo Fate (occult) — Frequency once per minute
Trigger The norn critically fails a check or a creature critically hits the norn
Effect The norn lightly frays the golden thread of fate she holds, tampering with the fate at hand. If the triggering check was the norn's critical failure, she gets a failure instead. If the triggering check was a critical hit on the norn, it becomes a hit.
Spells
Mind Blank (Constant) (rank 10)
Time Stop (rank 10)
Tongues (Constant) (rank 10)
True Seeing (Constant) (rank 10)
Power Word Kill (rank 9)
Retrocognition (rank 9)
Weird (rank 9)
Maze (rank 8)
Wind Walk (rank 8)
Dispel Magic (At will) (rank 7)
Legend Lore (rank 7)
Read Omens (At will) (rank 7)
Spellwrack (At will) (rank 7)
Geas (rank 3)
Detect Magic (Constant) (10th) (rank 1)
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