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Diskrasia The Sharp

Creature 20 (unique) — fey

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDAERIALfey

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; greater-darkvision, lifesense 120 feet, truesight 60 feet; detect magic
Languages common, fey, jotun; tongues
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
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
Speed 35 feet, fly 35 feet

Offense

Melee Norn Shears (magical, reach-10, versatile-p) +38, Damage 4d6+15 slashing plus 5d6 void plus Sever Fate
Melee Hand Of Fate (agile, magical, reach-10) +38, Damage 4d10+15 void plus Sever Fate

Abilities

Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Lifesense 120 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
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 — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic
Regeneration 20 (Deactivated by Cold Iron) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
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.
Occult Innate Spells DC 42, attack +32
10th Mind Blank (Constant), Time Stop, Tongues (Constant), True Seeing (Constant)
9th Power Word Kill, Retrocognition, Weird
8th Maze, Wind Walk
7th Dispel Magic (At will), Read Omens (At will), Spellwrack (At will)
Cantrips (10th) Detect Magic (Constant) (10th)

WORKS WELL WITH

CrasherLAND / AERIALCrasher exploits the openings created by the Weaver's Stunned and Stupefied debuffs for high-damage follow-up Strikes.
AnvilLAND / AERIALAnvil occupies the front line and controls enemy movement, giving the Weaver safe positioning to layer debuffs and fortune effects.
ShadeLAND / AERIALShade compounds debuffs with the Weaver's control effects, creating layered save-or-suck pressure that overwhelms enemy action economy.

PUNISHES

✖ invisibility✖ Will-targeting✖ lack of cold iron
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #192: Worst of All Possible Worlds.

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