Nornhound
Level 18Attacks
Abilities
A nornhound automatically rolls a 20 when it rolls initiative.
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.
The nornhound unleashes a blast of temporal energy in a 30-foot area that deals 15d8 mental damage (DC 40 will save). Creatures that fail their save become Confused for 1 round. The nornhound can't use Breath Weapon again for .
A nornhound is permanently Quickened. It can use its extra action only to Step or Stride.
The nornhound's Strikes deal 1d6 extra damage to creatures within reach of at least two of its allies.
Huge, (3d12+10)[bludgeoning], Rupture 36
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.
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.
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.