Large fey, lawful neutral

Armor Class 19 (fated)
Hit Points 252 (24d10 + 120)
Speed 30 ft.

19 (+4) 14 (+2) 20 (+5) 16 (+3) 30 (+10) 25 (+7)

Saving Throws Con +11, Wis +16, Cha +13
Skills Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13
Damage Resistances acid, fire, lighting; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities cold
Senses darkvision 120 ft., passive Perception 26
Languages Common, Druidic, Elvish, Giant, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6



  • Multiattack. The norn takes three actions: she uses Shears and Snip Thread, and she casts a spell with a casting time of 1 action.
  • Shears. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 20 (3d6 + 10) slashing damage and the target gains 1 level of exhaustion. This attack scores a critical hit on a 19 and 20, dealing 46 slashing damage.
  • Snip Thread. Ranged Weapon Attack: +16 to hit, range 120 ft., one creature. Hit: 23 (3d8 + 10) psychic damage, if the target is reduced to 0 hps it is dead, and its life’s thread has been cut. Nothing short of divine intervention can bring the creature back.
  • Valhalla’s Wrath (Recharge 5–6). The norn conjures a momentary whirl of ice and rocks at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.


  • Speed. The norn may use her shears to attack a creature that comes within reach or just did damage to her as a reaction. Using the shears in this way does not consume her reaction and maybe used between turns if the triggering effect is satisfied.
  • Shift Fate. As a reaction, a norn can force any one target within 120 feet to reroll a saving throw — this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll.


The norn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The norn regains spent legendary actions at the start of her turn.

  • Destiny’s End. The norn makes one melee attack, with advantage on the attack roll.
  • Voice of Fortune. The norn casts dispel magic.
  • Valhalla, Witness Me! (Costs 3 Actions). The norn summons 1d2 valkyries to aide her who rocket from the heavens appearing in a burst of light. They are neutral in alignment but otherwise have statistics identical to erinyes devils. The valkyries remain for 1 minute or until the norn uses a bonus action to end the effect. The valkyries understand and obey the norn’s spoken commands but can’t speak. If she issues no commands to them, the valkyries take the most rational course of action.


On initiative count 20 (losing initiative ties), the norn takes a lair action to cause one of the following effects; the norn can’t use the same effect two rounds in a row:

  • Ice pixies (appearing as tiny valkyries) swarm a 20-foot-radius sphere centered on a point the norn can see within 120 feet of her. The pixies maneuver around corners, and heavily obscured the area they occupy. Each creature in the swarm when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A creature that critically fails this roll is also slowed (as the spell). The swarm otherwise lasts until the norn uses this lair action again or until the norn dies.
  • Sprit wolves appear and attack a target before disappearing, attacking up to three creatures that the norn can see within 120 feet of her. The norn makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. On a critical hit the target is also knocked prone and somewhat chilled by the attack and must spend an action getting back up.
  • The norn creates an opaque wall of ice on a solid surface she can see within 120 feet of her. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the norn uses this lair action again or when the norn dies.


Ancient beyond imagining, the norns are a race of powerful 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. Worshiped as gods by some, the norns do little to discourage this veneration. A norn stands 14 feet tall and weighs 800 pounds.

Section 15: Copyright Notice

The Dragon’s Hoard #26 © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Darrin Drader, James-Levi Cooke.

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