Amphibious. Jormungandr can breathe air and water.
Freedom of Movement. Jormungandr ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. Jormungandr deals double damage to objects and structures.
Poisonous skin. Jormungandr secretes massive amounts of poison on his skin, which counts as a contact poison. Whenever a creature touches Jormungandr they must make a DC25 Constitution saving throw or take 26(5D10) poison damage and be Poisoned until a spell ends the condition, whenever a spell is cast to cure the poison it must beat a DC25 or the spell fails to cure the poison. Jormungandr holds the cure in his fangs.
Multiattack. Jormungandr makes a bite and 2 tail attacks or 1 touch attack
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) piercing damage and 23(3D8+10) poison damage. If the target is a Large or smaller creature grappled by Jormungandr, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Jormungandr, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.
If Jormungandr takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If Jormungandr dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Touch. Melee Weapon Attack: +17, reach 30 ft., up to 3 targets. Hit: As Poisonous Skin
Tail. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is sent flying up to 40 feet away.
Jormungandr 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. Jormungandr regains spent legendary actions at the start of its turn.
Bite or Tail. Jormungandr makes a bite or tail attack
Poisonous breath(2 actions). Jormungandr spits Acid in a 50 feet line, it deals 56(13D8) acid damage, or half on a successful Dexterity saving throw.
Poison Cloud. Jormungandr releases a cloud of Poison as long as he is underwater, otherwise it spreads on the ground, it has a radius of 200 feet underwater. The poison cloud spreads around corners, and flows at a rate of 10 feet per round, stopping at 60 feet, it counts as a contact and gas poison. A creature takes 26(5D10) poison damage if it ends its' turn inside the cloud, or half as much on a successful DC25 Constitution saving throw(DC19 outside of water).
Lair and Lair Actions
Jormungandr's lair
Jormungandr lives in a deep cavern under the ocean, living in solitude, his cave is a massive underwater complex that has been shaped to confuse friend and foe alike, he prefers sleeping. Jormungandr has no treasure that would be worth finding, as it is all in incurable poison.
Lair Actions
On initiative count 20 (losing initiative ties), Jormungandr takes a lair action to cause one of the following magical effects:
- Poison flows from the ceiling and walls, a creature takes 15(2D10+5) Poison damage, or half on a successful Dexterity or Constitution saving throw(their choice).
- The water level rises in the cave by 80 feet in 6 seconds, any other creature besides Jormungandr must make a DC18 Dexterity saving throw or be thrown into debris, and a DC16 Constitution saving throw or be stunned for one round.
- Jormungandr chooses one creature it can see, it spends tears on that creature, and the creature is cured of all Poison afflicting it, alternatively it can give "false" tears that "cure" the poison affecting it, however, after an hour the target must make a DC21 Constitution save or drop to 0 HP, and must make a Death save for every hour it remains poisoned, on a successful save they take 26(5D10) Poison damage and become poisoned again.
Regional Effects
The region containing a kraken’s lair is warped by the creature’s blasphemous presence, creating the following magical effects:
- Jormungandr can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
- Water sources become poisoned within 2 miles of Jormungandr's lair, a creature that is in the water for more than an hour takes 5(1D10) poison damage, and 15(3D10) poison damage from drinking or breathing the water.
- The sea turns a sickly green within 2 miles of Jormungandr's lair, wood not treated to survive against such conditions rots within 3 days of entering the area.
When Jormungandr dies, poisoned water remains until dispelled, the sea becomes free of poison after 5 days, weather effects fade immediately.
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