Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.
The Norn is a Level 20 creature, with Armor Class 46 and 375 hit points. A norn is an ancient, tripartite fey that weaves and severs the threads of destiny with cold, impartial precision.
Hit Points: 375 (regeneration 20 (deactivated by cold iron)) Saving Throws: +1 status to all saves vs. magic 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 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 (reaction) (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 (2 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 basic 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.
375 hit points.
Level 20.
AC 46.
Speed 35 ft., fly 35 ft.
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