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Nornhound

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.

Recall Knowledge - Fey (Nature): DC 43
Unspecific Lore: DC 41
Specific Lore: DC 38

Elite | Normal | Weak
Proficiency without Level

NornhoundCreature 18

Legacy Content

Rare LN Gargantuan Fey 
Source Pathfinder #192: Worst of All Possible Worlds pg. 84
Perception +32; detect magic, greater darkvision, scent (precise) 120 feet, true seeing
Languages Common, Jotun, Sylvan; 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
Sense Fate (fortune) A nornhound automatically rolls a 20 when it rolls initiative.
AC 40; Fort +34, Ref +28, Will +30
HP 421, regeneration 15 (deactivated by cold iron); Immunities negative; Weaknesses cold iron 15
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.
Speed 40 feet, fly 40 feet
Melee [one-action] jaws +35 [+30/+25] (magical), Damage 3d12+17 piercing damage plus Improved GrabMelee [one-action] tail +35 [+31/+27] (agile, magical, reach 15 feet), Damage 3d8+17 bludgeoning plus KnockdownRanged [one-action] temporal blast +33 [+28/+23] (evocation, magical, range increment 120 feet), Damage 6d8 forceOccult Innate Spells DC 37; 9th cast into time; 8th inevitable disaster, teleport (self only; at will); 6th slow; Constant (10th) detect magic, tongues, true seeing
Breath Weapon [two-actions] (divination, mental, primal) The nornhound unleashes a blast of temporal energy in a 30-foot cone that deals 15d8 mental damage (DC 40 basic 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 [one-action] (attack); Huge, 3d12+10 bludgeoning, Rupture 36Time Bound [three-actions] 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.

Sidebar - Additional Lore Nornhound Packs

Long-lived or powerful norns sometimes spin multiple nornhounds and keep entire packs as guardians. These packs make quick work of intruders and also gain additional powers when working together. Much like a norn triumvirate, a norn pack can their powers to affect the flow of time in a localized area or even stop time outright.