Tatterthread

Level 20
Creature· chaoticUniqueLargeLegacy
AC 46
HP 400 (regeneration 15 (deactivated by cold iron))
Speed 35 ft.
Fort +35
Ref +30
Will +36
Perc +39
Size Large
Unique
chaoticevilfey
Immunities off guard, void
Resistances acid 20
Weaknesses cold iron 20
Languages common, jotun
Senses greater-darkvision, lifesense 120 ft., truesight 60 ft.
Speeds 35 ft., fly 35 ft.
Skills occultism +38, intimidation +37, stealth +36, deception +35, thievery +34, religion +32
Recall Knowledge nature DC 50

Attacks

Melee Caustic Shears +38/+33/+28(deadly-2d12, magical, reach 10 ft., versatile P)
Damage: 4d6+15 slashing + 5d6 acid
Effect: shadow corrosion
Melee Acid Stream +38/+34/+30(agile, magical, reach 10 ft.)
Damage: 4d10+15 acid
Effect: shadow corrosion

Abilities

Greater Darkvisioninteraction

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Lifesense 120 feetinteraction

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Constant Spellsinteraction

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. Magicdefensive
Regeneration 15 (Deactivated by Cold Iron)defensive

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Deny Fatedefensive(misfortune)

When Tatterthread rolls initiative, enemies she can see within 120 feet that are also rolling initiative automatically roll a 1. Effect: Deny Fate

Fatedoffensive

When a creature is subject to a fortune effect from a norn and a misfortune effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like Desna, Magdh, or Pharasma, count as a norn for the purpose of this ability.

Shadow Corrosionoffensive(acid, occult)

When Tatterthread deals acid damage with a Strike, she regains 10 healing Hit Points. The target must succeed at a DC 39 fortitude save or become Doomed 1 (Doomed 2 on a critical failure).

Shadow Snip◆◆offensive(acid, death, manipulate, occult)

Frequency three times per day Effect Tatterthread produces a scrap of shadow linked to the fate of a creature within 100 feet of her, then snips it with her caustic shears. The target takes 100 acid damage (DC 42 fortitude). If the target is reduced to 0 Hit Points from this damage, it melts into a puddle of fetid acid and dies immediately. If the target failed the saving throw, it loses any acid resistance it has for 1 minute (1 day on a critical failure). A creature slain by Shadow Snip can't be restored to life except by miracle, wish, or similarly powerful magic, or by divine intervention. Regardless of the outcome of its save, a creature targeted by Shadow Snip becomes temporarily immune for 24 hours. The norn can't use Shadow Snip again for 1d4 rounds.

Shift Fateoffensive(occult)

Trigger A creature within 120 feet attempts a saving throw Effect The creature rolls the save twice, and then Tatterthread decides which result applies. If she chooses the lower roll, this is a misfortune effect; if she chooses the higher roll, it's a fortune effect; if they're the same, she decides which trait to apply.

Traits

Chaotic
Evil