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Norns/Moirai (the fateful)

Norns Illustration by Arthur Rackham (1867 - 1939). Norns
Norns Illustration by Arthur Rackham (1867 – 1939).

Demigoddesses of fate Urth (Urdur) (past), Verthandi (Verdandi) (present), Skuld (future), the Norns possess the most important power in Midgard they are the ones who dictate the fate of the newborn – for both men and gods alike. Urd embodies the past, Verdandi the present, and Skuld the future.

Once they have decreed a being’s fate, no force in the universe can alter their decision. Of course, the Norns can see all things in the past, present, and future, but they employ these powers only among themselves or to answer questions of slight import for very large fees. They also have the power to assume any form they wish. In their true forms, Urd is a giantess, Verdandi a beautiful female elf, and Skuld a handsome female dwarf.

When a child is born, the Norns always appear, disguised as some combination of three animals, and pass their judgment on the baby’s fate. If the parents recognize them and offer all three great gifts, the Norns will be persuaded to dictate a great future for the child. This is an extremely hazardous undertaking, however. If the parents do not give gifts of equal value to the Norns, or happen to miss one by offering her gift to a mundane animal, the offended Norn will grow jealous and turn the gifts of her peers into a curse.

This towering, stern woman wears her long blonde hair in braids. She carries a reel of golden thread and a pair of shears.

Source: Pathfinder

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.


Kain’s 5e Monstrous Manual – Page 26 – Dicefreaks (

Large fey, neutral
Armor Class 19 (unarmored defense)
Hit Points 290 (20d10 + 180)
Speed 30 ft.
STR 22 (+6) DEX 14 (+2) CON 28 (+9) INT 21 (+5) WIS 24 (+7) CHA 28 (+9)
Saves Dex +8, Con +15, Wis +13
Skills Arcana +11, Deception +15, History +19, Insight +19, Nature +11, Religion +11
Tools Weaver’s tools +12
Damage Resistances acid, lightning, fire
Damage Immunities cold, necrotic, psychic
Condition Immunities charmed, exhaustion, paralysis, sleep; divination spells
Senses truesight 120 ft., passive Perception 17
Languages All
Challenge 18 (20,000 XP)

Foresight The norn has advantage on all saving throws and attack rolls. Attacks against the norn suffer disadvantage.

Magic Weapons. The norn’s weapon attacks are magical.

Regeneration. The norn regains 10 hit points at the start of its turn as long as it has 1 hit point.

Innate Spellcasting. The norn’s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:
At will: bestow curse (9th level), dispel magic
3/day each: geas, legend lore, power word kill, time stop, weird


Multiattack. The norn makes three attacks with her shears.

Shears.Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. The target must succeed on a DC 23 Constitution saving throw or gain 1d4 levels of exhaustion. A successful save reduces it to 1 level.


Shift Fate A norn can force any creature within 120 ft. to reroll a saving throw or attack and take which ever result the norn chooses.

Norn CR 18
XP 153,600

LN Large fey

Init +16; Senses all-around vision, Blindsight 120 ft., Low-Light Vision, greater arcane  sight, true seeing; Perception +30
AC 33, touch 21, flat-footed 31 (+7 armor, +2 Dexterity, +10 insight, +5 natural, -1 size)  

hp 270 (20d6+200); regeneration 10 (cold iron)

Fort +18, Ref +18, Will +21

Defensive Abilities death ward, fated, foresight, mind blank, never surprised or flat-footed; DR 15/cold iron; Immune cold; Resist acid 30, electricity 30, fire 30; SR 29
Speed 40 ft. (30 ft. with armor)

Melee shears +21/+21/+16 (1d8+12/15-20 plus energy drain), touch +11 (energy drain) Space 10 ft.; Reach 10 ft.

Special Attacks energy drain (2 levels, DC 30), shift fate, snip thread

Spell-Like Abilities (CL 18th; Concentration +28)Constant-death ward, foresight, greater arcane sight, mind blank, tongues, true seeing At will- bestow curse (DC 23), divination, greater dispel magic, geas/quest, vision, wind walk (self only) 1/day- maze, moment of prescience, quickened phantasmal killer (DC 24), power word kill, time stop, weird (DC 29)
Strength 25, Dexterity 14, Constitution 30, Intelligence 21, Wisdom 24, Charisma 31  

Base Atk +10; CMB +18; CMD 30

Feats Combat Expertise, Combat Reflexes, DiehardB, Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (phantasmal

Skills Bluff +23, Craft (cloth) +18, Heal +12, Intimidate +30, Knowledge (all) +25, Perception +30, Perform (oratory) +18, Sense
+30, Use Magic Device +23 Languages Common, Giant, Sylvan; tongues SQ change shape (humanoid; alter self or giant form II)
Fated (Su)   A norn adds her Charisma modifier as an insight bonus to AC and on initiative checks.

Shears (Su) A norn’s shears function as a +5 mithral keen speed Scimitar, but only for a norn.

Shift Fate (Su) As an immediate action, 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.

Snip Thread (Su) As a standard action up to three times per day but no more often than once every  1d4 rounds, a norn may produce a golden thread linked to a creature’s fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the norn’s line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 30 for half). If the target dies from this damage, the norn has cut through the thread’ in this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The Save DC is Charisma-based.
Environment cold mountains
Organization solitary, pair, or trio
Treasure double (+3 hide armor, shears, golden thread worth 500 gp, other treasure)

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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