Huge Elemental, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 0 ft., fly 50 ft.
STR
20 (+5)
DEX
24 (+7)
CON
20 (+5)
INT
8 (-1)
WIS
15 (+2)
CHA
7 (-2)
Saving Throws DEX +11, CON +9
Skills Perception +6, Stealth +11
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Grappled, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Primordial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Etherealness. As a bonus action, the jörmungandr magically enters the Ethereal Plane from the Material Plane, or vice versa.

Evasion. If the jörmungandr is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Snowy Stealth. While in a snowy environment, the jörmungandr has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

Actions

Multiattack. The jörmungandr makes two melee attacks.

Freezing Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 18 (4d8) cold damage. The target must succeed on a DC 15 Constitution saving throw, or for 1 minute, take 18 (4d8) cold damage at start of each of its turns, its speed is halved; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ouroboros (Recharge 5-6). The jörmungandr bites its own tail and start spinning on itself, opening a rift of supernatural frost to the Frostfell. Each creature within 10 feet of the jörmungandr must succeed on a DC 15 Strength or Dexterity saving throw (target' s choice) or be trapped by the rift. While there, the target is incapacitated and take 21 (6d6) cold damage at the start of each of its turns. If the target is killed by this damage, it becomes a frozen statue in the Frostfell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target remains there until the effect ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Reactions

Slither Away. The ice wraith adds 3 to its AC against one melee attack that would hit it. To do so, the ice wraith must see the attacker. If the attack misses, the ice wraith moves up to its speed and doesn't provoke an opportunity attack when it moves out of an enemy's reach.

Description

Jörmungandr

"The serpent grew so large that it was able to surround the world and grasp its own tail. Thus, we gave him the name of Jörmungandr, the World Serpent. When it releases its tail,

World Serpent. In northern lands, the ice wraiths hold a significant role in tribal cultures. They symbolize the unforgivable winter, the incarnation of the end times, the serpents that will devour the world. Impressive bonfires are lit at night to protect the villages and repel them. None was more feared that the one they called Jörmungandr, the “World-Serpent”. If the legends are to be believed, Jörmungandr was a serpent so large that it wrapped itself around the world, plunging it into an ice age. When it was defeated by the gods, it shattered into thousands of ice shards. The tribes believe that each of the shards fled into a smaller version of the World Serpent, each carrying a piece of its essence. These figures are often represented on murals biting their own tail, a reference to their dreadful power.

Ouroboros. Jörmungandrs are notably larger than regular ice wraiths, some are rumored to be of the size of a whale or small dragon. Their serpentine body is barely visible under any circumstances, as if they were only slightly peering through reality. Their disincarnated nature allows them to shift from plane to plane in an instant, making them extremely difficult to fight by conventional means. Perhaps even more frightening is their ability to form the ouroboros, the ring of frost. When a jörmungandr bites its own tail, it opens a rift of freezing elemental energy, swallowing any unfortunate soul close to the monster. Few have ever escaped from the rift, but their testimony is always terrifying. Some believe this is how the world will end one day, when all the jörmungandr will gather in the sky, reforming the World Serpent and consume everything in a ring of frost.

Habitat: Arctic

EleKTriiK

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