Jormungand (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Jormungand[edit]

Titanic monstrosity (titan), chaotic evil


Armor Class 24 (natural armor)
Hit Points 605 (10d100 + 100)
Speed 50 ft., burrow 40 ft., swim 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 14 (+2) 11 (+0) 19 (+4)

Saving Throws Str +19, Con +19
Skills Intimidation +22, Perception +18
Damage Resistances cold
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 feet, passive Perception 28
Languages
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If Jormungand fails a saving throw, he can choose to succeed instead.

Magic Resistance. Jormungand has advantage on saving throws against spells and other magical effects.

Siege Monster. Jormungand deals double damage to objects and structures.

Magical Attacks. Jormungand's attacks are magical.

ACTIONS

Multiattack. Jormungand can use his Frightful Presence. He then makes three attacks: two with his bite and one with his tail.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 27 (5d6 + 10) piercing damage plus 11 (2d10) poison damage.

Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage if the target is a colossal or smaller it is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and jormungand can't make a tail attack on another target.

Frightful Presence. Each creature of Jormungand's choice that is within 120 feet of him and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Jormungand's Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

Jormungand 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. Jormungand regains spent legendary actions at the start of his turn.

Move. Jormungand moves up to half his speed.
Bite. Jormungand makes one bite attack.
Poison Breath (Costs 2 Actions). Jormungand spits poison in a 30-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 58 (13d8) poison damage on a failed save or half as much on a successful one.

Jormungund, also known as the world serpent, is the son of Loki and brother of Fenrir and Hela. He is so long that he encircles the planet. When Ragnarok comes Thor will kill Jormungand but will drown in the poison that Jormungand's corpse creates.



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