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Norn

Creature 20 (rare) — fey

WeaverSniperLANDAERIALfey

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. They cut imposing figures, standing 14 feet tall and weighing 800 pounds. Norns' relationship with the Eldest of the First World is complex. Many among norns serve Magdh the Three, the t

Source: pathfinder-monster-core

Perception +41; greater-darkvision, lifesense 120 feet, truesight 60 feet; detect magic
Languages common, fey, jotun; Truespeech
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
Items Shears
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 (deadly-2d8, magical, reach-10, versatile-p) +38, Damage 4d4+15 slashing plus 6d6 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: Cataclysm, Foresight, Manifestation(once per day), Pinpoint, 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, can't have their effects negated by 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 (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 a Wish ritual 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.
Occult Innate Spells DC 42, attack +34
10th Freeze Time
9th Phantasmagoria
8th Hidden Mind (Constant), Migration, Quandary
7th Execute, Retrocognition
6th Spellwrack, Truesight (Constant)
5th Truespeech (Constant)
4th Read Omens
2nd Dispel Magic
Cantrips (10th) Detect Magic (Constant)
Occult Innate Spells DC 42, attack +34
10th Cataclysm, Manifestation, Revival
9th Foresight
8th Pinpoint
6th Cursed Metamorphosis
5th Illusory Scene, Scouting Eye
4th Clairvoyance, Talking Corpse
3rd Clairaudience, Dream Message
2nd Augury
1st Charm, Illusory Disguise

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline body absorbs Strikes while this caster stays at range and lands void damage with impunity.
SnareLANDA controller that keeps a target from Striding lets Snip Thread's single-target burst land on a guaranteed position.
FlankerLAND / AERIALA mobile skirmisher can isolate a single PC for this caster's Sever Fate to Drain repeatedly once melee is broken up.

PUNISHES

✖ low Fortitude✖ isolated targets✖ standing still✖ reliance on fortune effects
Do not stack another primary caster; a single high-DC controller is enough to overload the party's saves without redundancy.
Works well with · Punishes · Pairing advice Unlock with Tactics

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