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Nornhound

Creature 18 (rare) — fey

Pre-Remaster content. May include legacy alignment.

CrasherWeaverLANDAERIALfey

While norns typically keep to themselves, only consulting their triumvirate or occasionally other fellow norns, they sometimes require servants to further their goals or protect their homes. Nornhounds are massive wolves spun from the old, tattered threads of fate, usually moments of time that norns severed to end a life. These wolves gain a portion of the same power over fate that norns do and serve their norn masters with unflinching loyalty. Nornhound Packs Long-lived or powerful norns some

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +32; greater-darkvision, scent 120 feet, truesight 60 feet; detect magic
Languages common, fey, jotun; tongues
Skills acrobatics +30, athletics +35, deception +31, diplomacy +31, intimidation +33, occultism +30
Str
+9
Dex
+4
Con
+8
Int
+4
Wis
+6
Cha
+5
AC 40 Fort +34 Ref +28 Will +30
HP 421 (regeneration 15 (deactivated by cold iron))
Weaknesses cold-iron 15
Speed 40 feet, fly 40 feet

Offense

Melee Jaws (magical, unarmed) +35, Damage 3d12+17 piercing plus Improved Grab
Melee Tail (agile, magical, reach-15) +33, Damage 3d8+17 bludgeoning plus Knockdown
Ranged Temporal Blast (magical) +33, range increment 120 feet, Damage 6d8 force

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.
Sense Fate (fortune) — A nornhound automatically rolls a 20 when it rolls initiative.
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.
Regeneration 15 (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.
Beyond Fate — A nornhound can ignore any fortune or misfortune effects that affect them. If they're forced to roll twice as part of such an effect, they can take whichever die result they prefer, even if the effect would normally force them to choose one of the results.
Breath Weapon (mental, primal) — The nornhound unleashes a blast of temporal energy in a 30-foot cone that deals 15d8 mental damage (DC 40 Will save). Creatures that fail their save become Confused for 1 round. The nornhound can't use Breath Weapon again for 1d4 rounds.
Follow the Thread — A nornhound is permanently Quickened. It can use its extra action only to Step or Stride.
Pack Attack — The nornhound's Strikes deal 1d6 extra damage to creatures within reach of at least two of its allies.
Swallow Whole (attack) — Huge, 3d12+10 bludgeoning, Rupture 36

The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Time Bound — The nornhound jumps into the air, releasing multiple blasts of temporal energy. The nornhound leaps to a point within 60 feet. It can make up to three temporal blast Strikes at any point during this movement, each against a different target. These attacks count toward the nornhound's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.
Improved Grab
Knockdown
Occult Innate Spells DC 37, attack +29
6th Cast into Time, Teleport (Self Only, At Will), True Seeing (Constant)
5th Inevitable Disaster, Tongues (Constant)
3rd Slow
Cantrips (6th) Detect Magic (Constant)

WORKS WELL WITH

FlankerLAND / AERIALPack Attack bonus converts flanking into extra damage on every Strike, rewarding partners who enable off-guard.
AnvilLAND / AERIALAnvil occupies the front while the hound leverages permanent quickened movement to strike and reposition at tempo.
ShadeLAND / AERIALShade harassment compounds with breath-weapon confusion to overwhelm Will saves and force split responses.

PUNISHES

✖ clumping✖ low Will✖ standing still
Regeneration and Swallow Whole already dominate action economy; another Crasher competes for the same melee space without adding control.
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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