🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Hala The RodCreature 20


UniqueLargeFeyLawful
Source Pathfinder #192: Worst of All Possible Worlds
Perception +41 (greater darkvision, lifesense (precise) 120 feet, truesight (precise) 60 feet, detect magic)
Languages Common, Fey, Jotun, Tongues
Skills Lore +28, Crafting +36, Deception +35, Intimidation +37, Medicine +38, Occultism +34, Performance +31, Religion +34
Str +7, Dex +6, Con +6, Int +6, Wis +10, Cha +7

AC 46; Fort +34; Reflex +30; Will +38; +1 status to all saves vs. magic
HP 375 (regeneration 20 (deactivated by cold iron)
Speed 35 feet (fly 35 feet)
Immunities off guard, void
Weaknesses Cold Iron 20

Norn Shears One Action +38 (+33, +28) to hit (magical, reach 10, versatile p) 4d6+15 Slashing

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. MagicRegeneration 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 Two Actions (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.

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 Reaction (fortune, misfortune, occult)

Trigger A creature within 120 feet attempts a saving throw


Effect The creature rolls the saving throw twice, and then the norn decides which result applies. If the norn chooses the lower roll, this is a misfortune effect; if she chooses the higher roll, it's a fortune effect; if they're the same, she decides which trait to apply.

Snip Thread Two Actions (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 Reaction (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, +32 to hit)

Cantrips (10th Level): Detect Magic (Constant) (10th)
7th Level: Dispel Magic (At will), Read Omens (At will), Spellwrack (At will)
8th Level: Maze, Wind Walk
9th Level: Power Word Kill, Retrocognition, Weird
10th Level: Mind Blank (Constant), Time Stop, Tongues (Constant), True Seeing (Constant)


Rituals

Geas, Legend Lore


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 together into one entity, as Magdh has three bodies: a Maiden, a Mother, and a Matriarch. Magdh claims to be watching the threads of fate for some ominous prophesied cataclysm, and in addition to assisting in her divinations, Magdh expects the norns who serve her to follow her cryptic commands to help nudge the future away from the brink. However, norns are powerful beings in their own right, themselves capable of granting divine power, and many balk at serving the enigmatic demigod. These norns find the other Eldest even more alien and challenging to interact with, for they believe that while the Eldest wield great power, even these powerful beings should not be granted leave to meddle with fate as much as they desire.

While even the weakest of the Eldest could destroy an unaffiliated norn with ease, they tend to obey the proclamations and judgments of norns when they are spoken. These norns, for their part, use their perceived neutrality judiciously. They know better than to issue too many demands to the Eldest, lest the capricious demigods grow frustrated and tired of norns' interference. And so the balance of power remains tenuous between unaffiliated norns and the Eldest, as it has for eons. However, norns know that it's merely a matter of time before the Eldest lose their respect for this tradition and start acting entirely as they please, despite norns' best efforts to rein in their most disruptive actions.

A norn stands 14 feet tall and weighs 800 pounds.

Worshipping Norns On the Material Plane, some mortals worship norns as deities, while others, especially witches and bards, admire them as patrons or muses. Those who uphold norns as deities are known as Followers of Fate. Norns do little to discourage this veneration, but neither do they go out of their way to support such worship. Clerics who venerate norns might worship a specific norn or norn triumvirate, or all norns as a whole, but they gain the same benefits regardless of their choice. The religious symbol of Followers of Fate is a pair of shears cutting a golden thread, and their areas of concern are destiny, fate, and the aging process.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fey

Creatures of the First World are called the fey.