Jormungand (5e Creature)
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Jormungand[edit]
Titanic monstrosity (titan), chaotic evil Armor Class 25 (natural armor)
Saving Throws Str +19, Con +19 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. Regeneration. Jormungand regains 10 hit points at the start of his turn. If Jormungand takes lightning or thunder damage, this trait doesn’t function at the start of his next turn. Jormungand dies only if he starts his turn with 0 hit points and doesn’t regenerate. World Tremors (Recharge 6). Jormungand can use a bonus action to innately cast earthquake (DC 21) without the need for material components, somatic components, or concentration. Magical Attacks. Jormungand's attacks are magical. ACTIONSMultiattack. Jormungand makes two attacks: two with his black venom or one with his bite and one with his colossal tail or constrict. Bite. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 43 (6d10 + 10) piercing damage plus 27 (6d8) acid damage. In addition, at the end of its next turn the creature must succeed on a DC 23 Constitution saving throw or take 27 (6d8) poison damage. Constrict. Melee Weapon Attack: +15 to hit, reach 20 ft., one creature. Hit: 37 (6d8 + 10) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained, and Jormungand can’t constrict another target. Black Venom Ranged Weapon Attack: +8 to hit, range 50/100 ft., multiple targets (10-foot square; roll separately for each creature and object in the area). Hit: 27 (6d8) acid damage. In addition, at the end of its next turn the creature must succeed on a DC 23 Constitution saving throw or take 27 (6d8) poison damage. Colossal Tail. Melee Weapon Attack: +19 to hit, reach 120 ft., multiple targets more than 20 feet away from Jormungand (120-foot cone centered on one target; roll separately for each creature and object in the area). Hit: 36 (4d12 + 10) bludgeoning damage and the target must succeed on a DC 23 Strength saving throw or be knocked prone. 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 ACTIONSJormungand 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. |
Jormungand, 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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