Norn, Immature

This breathtaking, giant-sized woman’s raven hair falls to her ankles. Her skin is as pale as the glowing moon, and her ebon eyes deeply pensive.

Immature Norn CR 10

XP 9,600
Variant norn
LN Large fey
Init +10; Senses low-light vision, true seeing; Perception +19


AC 24, touch 15, flat-footed 23 (+6 armor, +1 Dex, +5 insight, +3 natural, –1 size)
hp 138 (12d6+96); regeneration 5 (cold iron)
Fort +14, Ref +11, Will +14
Defensive Abilities death ward, fated; DR 10/cold iron; Immune cold; Resist acid 15, electricity 15, fire 15; SR 21


Speed 40 ft. (30 ft. with armor)
Melee shears +17/+12 (1d8+12/15–20 plus energy drain), touch +7 (energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain (1 level, DC 21), shift fate
Spell-Like Abilities (CL 10th; concentration +15)

Constantdeath ward, tongues, true seeing
At will—bestow curse (DC 18), divination, greater dispel magic, wind walk (self only)
1/day—maze, moment of prescience, phantasmal killer (DC 19)


Str 25, Dex 12, Con 26, Int 17, Wis 18, Cha 21
Base Atk +6; CMB +14; CMD 30
Feats Combat Expertise, Combat Reflexes, DiehardB, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Skills Bluff +12, Craft (cloth) +10, Heal +6, Intimidate +17, Knowledge (all) +11, Perception +19, Perform (oratory) +12, Sense Motive +19, Use Magic Device +16
Languages Common, Giant, Sylvan; tongues
SQ change shape (humanoid; alter self or giant form II), sister seeking
Gear +2 hide armor, shears


Shears (Su)

An immature norn’s shears function as a +5 keen scimitar when she wields them, instead of as a +5 mithral keen speed scimitar like the shears wielded by fully grown norns.

Sister Seeking (Su)

An immature norn separated from her sisters has an innate ability to locate them across any distance on the same plane. The norn can sense when she is facing in the direction of one or both of her sisters, as well as in which direction they are moving. This sense does not grant a norn the ability to assess distance to her sisters. Once the norn rejoins one or both of her sisters, she loses this ability.


Environment cold mountains
Organization solitary
Treasure double (+2 hide armor, shears, other treasure)

As happens to all norns who die outside, the immature norn was reborn on her native plane, and is quickly growing while looking for her sisters. Exhibiting the dark features of a reborn norn, whose hair and eyes lighten as they age, she is distinctive among her kind, and though her ebon hair reveals her still undeveloped power, she is a force to be reckoned with if any stand in her way or tempt fate in her presence. Eager to rejoin her sisters, she might seek the aid of adventurers, to whom she may promise wealth, prophecy, and other boons if they assist her in her quest.

Variant: Norn, Norn of the Solstice Court (CR 17)


This powerful giant maiden wears concealing robes and light seems to pass through her as if she were not there. She carries a reel of golden thread and a pair of shears. Norns of the Solstice Court are far more vicious, vindictive, and cruel than their cousins, and far more willing to manipulate the strands of fate than those norns that belong to other fey courts.

Alignment CE; this replaces a norn’s LN.

Improved Evasion (Su)

This works like evasion, except that while the Norn of the Solstice Court still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless Norn of the Solstice Court does not gain the benefit of improved evasion. The save DC is Charisma-based.

This replaces the norn’s moment of prescience and time stop spell like abilities.

Pluck the Thread (Su)

Using her ability to affect the outcome of fate, a Norn of the Solstice Court can, as an immediate action, cause a hazardous condition to affect a single target. This hazard deals 10d6 points of damage and inflicts a condition (see below). A successful Reflex save (DC 30) results in half damage and negates the condition. The actual damage type is subject to GM determination but the default is often bludgeoning, resulting from something improbably falling from the sky (such as a dead griffon) or a underground explosion (such as caused by the rotting corpse of a purple worm), but it can be as dramatic as a lightning strike from a clear blue sky. This damage cannot be something the target is resistant or immune to. A Norn of the Solstice Court can also inflict any one of the following conditions when a target fails its save. The save DC is Charisma-based. Condition Duration shaken, sickened 1 round/class level deafened, blinded, confused, staggered 1d4 rounds dazed, cowering, nauseated, stunned 1 round.

This replaces the norn’s weird spell-like ability.

Pronounced Doom (Su)

As a swift action, a Norn of the Solstice Court can curse any creature within 100 ft. with an ill-fortune. This curse permanently negates all luck bonuses the target benefits from. In addition, any combat action other than moving its speed that the subject takes has a 75% chance of failing. A successful Will save (DC 30) negates this effect. This is a curse effect that adds +5 to the DC to remove the curse.

This replaces the norn’s bestow curse and geas/quest spell like abilities.

Stalwart (Ex)

This ability grants the Norn of the Solstice Court the ability to alter the likelihood of secondary effects interacting with her; if she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the Norn of the Solstice Court is wearing light armor, medium armor, or no armor. A helpless Norn of the Solstice Court does not gain the benefit of the stalwart ability.

This replaces the norn’s maze and quickened phantasmal killer spell-like abilities.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Fey Revisited © 2013, Paizo Publishing, LLC; Authors: Savannah Broadway, Amanda Hamon, Tim Hitchcock, Levi Miles, Ray Vallese, and Jerome Virnich.

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