Hala The Rod
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.
Reel Thread (incapacitation, mental, occult) — Hala pulls back a portion of golden thread related to a creature within 100 feet. As the thread frays, the creature is forced to relive that instant of their life. The targeted creature attempts a DC 42 Will save. It then becomes temporarily immune to Reel Thread for 1 minute.
Critical Success The target is unaffected.
Success The target is momentarily distracted as the moment replays in their mind. They become Stupefied 1 until the end of their turn.
Failure The target is compelled to relive their most recent moments. Whatever actions the target uses on their next turn, they must repeat on their following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, they must repeat the attack against the same creature, if possible, and if the target moves, they must move the same distance and direction, if possible, on their next turn. If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, they can act as they choose for that action but become stupefied 1 until the end of their turn.
Critical Failure As failure, except the creature takes a –2 circumstance penalty to all checks they attempts when they repeats their actions.
Critical Success The target is unaffected.
Success The target is momentarily distracted as the moment replays in their mind. They become Stupefied 1 until the end of their turn.
Failure The target is compelled to relive their most recent moments. Whatever actions the target uses on their next turn, they must repeat on their following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, they must repeat the attack against the same creature, if possible, and if the target moves, they must move the same distance and direction, if possible, on their next turn. If the target can't repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, they can act as they choose for that action but become stupefied 1 until the end of their turn.
Critical Failure As failure, except the creature takes a –2 circumstance penalty to all checks they attempts when they repeats their actions.
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.
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) —
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.
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.
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
AnvilLAND / AERIALA durable ally holds the frontline while the weaver manipulates fate and delivers void damage from reach and flight.
FlankerLAND / AERIALA mobile partner herds targets into the weaver's Reel Thread range and capitalizes on Drained conditions.
CrasherLAND / AERIALA second burst-damage ally doubles the finishing pressure after Snip Thread and Sever Fate soften a priority target.
PUNISHES
✖ kiting✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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