b'Norn \n'b'  Large   fey ,  lawful neutral  \n'b'\n'b'  Armor Class  19 (fated) \n'b' Hit Points  252 (24d10 + 120) \n'b' Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  14 (+2)  CON:  20 (+5)  INT:  16 (+3)  WIS:  30 (+10)  CHA:  25 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +11,  Wis  +16,  Cha  +13 \n'b' Skills   Arcana  +9,  Insight  +16,  Nature  +9,  Perception  +16,  Persuasion  +13 \n'b' Damage Resistances  acid, fire, lighting; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered \n'b' Damage Immunities  cold \n'b' Senses   darkvision  120 ft., passive  Perception  26 \n'b' Languages  Common, Druidic, Elvish, Giant, Sylvan \n'b' Challenge  18 (20,000 XP) \n'b' Proficiency Bonus  +6 \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The norn\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 24). She can innately cast the following spells, requiring no material components: \n'b'\n'b'  At will :  bestow curse ,  divination ,  dispel magic  (6th level),  geas ,  polymorph  (self only, giant and humanoid only), vision (as  legend lore , but has a casting time of 1 action),  wind walk  \n'b'  3/day each :  bless ,  conjure animals ,  giant insect ,  moonbeam ,  spike growth ,  suggestion  \n'b'  1/day each :  conjure fey ,  mass cure wounds ,  maze , moment of prescience (as  guidance  except the spell grants advantage),  phantasmal killer ,  power word kill  (the norn always knows the hit point total of any creature she can see),  time stop ,  weird  \n'b'\n'b'  Fated . The norn adds her  Charisma  modifier to AC and on  initiative  checks. \n'b'  Godlike . The norn is under a constant  death ward ,  foresight ,  mind blank ,  comprehend languages , and truesight effect. These spells cannot be dispelled but are affected by an antimagic zone. \n'b'  Kismet\xe2\x80\x99s Shears . A norn\xe2\x80\x99s shears function as a magical silvered weapon that grant her a +5 bonus on  attack  and  damage rolls  and scores critical hits on a 19 or 20 and granting her the speed  reaction ; she cannot use this  reaction  without her shears. The bonus on  attack  and  damage rolls  is included in her  attack  action. \n'b'  Legendary  Resistance  (3/day) . If norn fails a saving throw, she can choose to succeed instead. \n'b'  Magic Resistance . The norn has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The norn\xe2\x80\x99s weapon attacks are magical. \n'b'  Regeneration . The norn regains 10  hit points  at the start of her turn. If she takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of the norn\xe2\x80\x99s next turn. The norn dies only if she starts her turn with  0 hit points  and doesn\xe2\x80\x99t regenerate. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The norn takes three actions: she uses Shears and Snip Thread, and she casts a spell with a casting time of 1 action. \n'b'  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. \n'b'  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\xe2\x80\x99s thread has been cut. Nothing short of divine intervention can bring the creature back. \n'b'  Valhalla\xe2\x80\x99s Wrath (Recharge 5\xe2\x80\x936) . 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. \n'b'\n'b' REACTIONS \n'b'\n'b'  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. \n'b'  Shift Fate . As a  reaction , a norn can force any one target within 120 feet to reroll a saving throw \xe2\x80\x94 this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The norn regains spent legendary actions at the start of her turn. \n'b'\n'b'  Destiny\xe2\x80\x99s End . The norn makes one  melee attack , with advantage on the  attack  roll. \n'b'  Voice of Fortune . The norn casts  dispel magic . \n'b'  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\xe2\x80\x99s spoken commands but can\xe2\x80\x99t speak. If she issues no commands to them, the valkyries take the most rational course of action. \n'b'\n'b' LAIR ACTIONS \n'b' On  initiative  count 20 (losing  initiative  ties), the norn takes a lair action to cause one of the following effects; the norn can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' 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. \n'b' 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. \n'b' 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\xe2\x80\x99s 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. \n'b'\n'b' ABOUT \n'b' 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.'