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There is a Legacy version here.

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 norns spun from the old, tattered threads of fate, usually moments of time severed to end a life. These wolves gain a portion of their creators’ power over fate and serve their norn masters with unflinching loyalty.

Where their masters snip and mend threads of fate with subtlety and precision, nornhounds do so brutally and forcefully, overwhelming their foes with blasts and waves of skipped time and overlapping possibilities. A mortal who faces down a nornhound often finds themselves with permanent mental effects, remembering lives that aren’t their own or responding to questions a second before they’re asked.

Elite | Normal | Weak
Proficiency without Level

Elite NornhoundCreature 19

Rare Gargantuan Fey 
Source Feybound pg. 131
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 44 (includes +5 from Rare) • Fey (Nature)
Perception +34; detect magic, greater darkvision, scent (precise) 120 feet, truesight
Languages Common, Fey, Jotun; truespeech
Skills Acrobatics +32, Athletics +37, Deception +33, Diplomacy +33, Intimidation +35, Occultism +32
Str +9, Dex +4, Con +8, Int +4, Wis +6, Cha +5
Sense Fate (fortune) When rolling initiative, a nornhound automatically rolls a 20.
AC 42; Fort +36, Ref +30, Will +32
HP 441, Regeneration 15 (deactivated by cold iron; Immunities void; 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 a specific result.
Speed 40 feet, fly 40 feet
Melee [one-action] jaws +37 [+32/+27] (magical), Damage 3d12+2+17 piercing damage plus Improved GrabMelee [one-action] tail +37 [+33/+29] (agile, magical, reach 15 feet), Damage 3d8+2+17 bludgeoning plus KnockdownRanged [one-action] temporal blast +35 [+30/+25] (force, magical, range increment 120 feet), Damage 6d8+2 forceOccult Innate Spells DC 39 (+4 dmg); 9th cast into time; 8th inevitable disaster, teleport (self only; at will); 6th slow; Constant (10th) detect magic, truesight, truespeech
Follow the Thread A nornhound is permanently quickened. They can use their 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 their allies.Swallow Whole [one-action] (attack) ; Huge, 3d12+10 bludgeoning, Rupture 36Temporal Wave [two-actions] (mental, primal) The nornhound unleashes a blast of temporal energy in a 30-foot cone that deals 15d8 mental damage (DC 42 basic Will save). Creatures that fail their save become confused for 1 round. The nornhound can’t use Temporal Wave again for 1d4 rounds.Time 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 penalty doesn’t increase until after all the attacks.

Sidebar - Additional Lore Nordhound Packs

Long-lived or powerful norns sometimes spin multiple nornhounds and keep entire packs as guardians. These packs make quick work of intruders, gaining additional powers when working together. Much like a norn triumvirate, a nornhound pack can combine their power to affect the flow of time in a localized area, even stopping it outright. These packs are rarely found far from the domains of their masters, but those who survive an encounter find the experience impossible to describe to others.

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