This towering, stern woman wears her long, blonde hair in braids. She carries a reel of golden thread and a pair of shears.
Environment: Cold mountains
Organization: 1-3
Proficiency Score: +19
Large; Integrity/Neutral; Fey, Humanoid
Armor Class: 33 (+2 Dex, +3 Armor, -1 Size, +19 Proficiency Score)
Hit Points: 256 (16d6+160)
Speed: Land 40 feet
Initiative: +2 (Double Advantage)
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 14 (+2) | 30 (+10) | 20 (+5) | 22 (+6) | 20 (+5) |
Saves:
- Fortitude +29
- Reflex +21
- Will +25
Skills:
- Arcana +24
- Crafting (cloth) +24
- Deception +24
- Insight +25
- Intimidation +24
- Lore (all subjects) +24
- Medicine +25
- Perception +25
- Perform (oratory) +24
Immunities:
- Effects with the cold tag
Resistances:
- 30 against effects with the fire, electricity, acid tags
- 25 against effects with the magical tags
- 15 against effects with the physical tags
Senses: Passive Perception: 35; Blindsight 120 feet; constant True Seeing
Languages: Common, Giant, Sylvan, constant Tongues
Implements of Fate. The equipment used by a Norn gain relevant abilities. The shears are treated as a saber with +5 Weapon Potency Rune and Keen Rune. For any other creature it is treated as a saber with disadvantage.
Legendary Actions (2). A Norn can use two extra actions per round. These actions can be spent at any point in the round directly after a creature’s turn ends and another begins.
Regeneration (10, cold iron). A Norn heals the listed value of hit points per round, at the beginning of its turn, and cannot die as long as this is still functioning. This does not prevent a Norn from gaining the Unconscious condition should its hit points reach 0. If a Norn takes damage with the listed tag, this ability stops functioning for a round. During this round, a Norn cannot heal damage through Regeneration and can die normally. Attack forms that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Norn can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and decay normally.
Spells.
Spell Attack: +25/+20/+15; Spell DC: 35
- Constant: Death Ward, Mind Blank, Tongues, True Seeing
- At Will: Bestow Curse, Dispel Magic (Level 6), Divination, Geas, Foresight, Phantasmal Killer, Wind Walk
- 1 per 24 Hours: Maze, Power Word Kill, Time Stop, Weird
Actions
Fate (120 feet). As a Reaction, a Norn can force a creature within the range to reroll a 1d20 and take the second roll. This is a supernatural ability.
Shears. Melee Attack +22/+17/+12 (sweep, versatile piercing) 9d6+3 slashing damage plus Enervated 1.
Touch. Melee Strike +22/+17/+12 (unarmed) with Enervated 2.
Equipment
- Leather Armor with a +2 Armor Potency Rune
- Shears
- Golden thread worth 5,000 silvers