Asgardian Pantheon • Loki’s Children
Jörmungandr — The World Serpent Around Midgard

Jörmungandr is the sea-serpent child of Loki and Angrboða: brother of Fenrir and Hel, hurled by Odin into the ocean surrounding Midgard and grown until his body girdles the inhabited world. Thor has already encountered him twice in the old stories—once disguised as the cat no god should have been able to lift, and once hauled toward the surface on a fishing line. Their final meeting has not happened. At Ragnarök Thor kills the serpent, walks nine steps, and dies from Jörmungandr’s venom.
Jörmungandr at a Glance
| Nature | Unique world-encircling mythic sea serpent; monstrous child of Loki and Angrboða |
|---|---|
| Parents | Loki and Angrboða |
| Siblings | Fenrir and Hel |
| Current location | The world-ocean surrounding Midgard |
| Scale | Large enough to encircle Midgard and bite his own tail; distant coils function as environment rather than separate creatures |
| Divine rank | None; the legacy 3.5e “Greater Divine Blood” rule only treats him as rank-equivalent for specific resistance interactions |
| Primary weapons | Bite, crushing coils, colossal movement and eitr—the serpent’s supernatural venom |
| Known rival | Thor |
| Past encounter | Thor’s fishing expedition with Hymir brought the serpent to the surface but did not complete the foretold killing |
| Alignment | Neutral Evil in the game-stat traditions |
| Foretold fate | Killed by Thor at Ragnarök; Thor then walks nine steps and dies from the serpent’s venom |
Campaign Present
What Is Jörmungandr Doing Now?
Jörmungandr remains beneath and around the world-ocean. He is not marching across Midgard and Ragnarök has not begun. Most of his enormous body is quiescent enough to function as part of the world’s hidden geography rather than as an ordinary moving monster.
That does not make him harmless. When his head or a major coil becomes active, currents shift, sea life flees, tremors reach shorelines and eitr contaminates water. These disturbances are local expressions of a body that cannot be represented as a conventional creature occupying one battle map.
Thor watches those changes closely. The fishing encounter proved that the serpent can be drawn toward the surface before Ragnarök, but prophecy does not make every sighting the final battle. Sailors, sea-cults and enemies of Asgard may still trigger dangerous encounters with exposed coils, venomous water or the serpent’s head without ending the age.
Cast Into the Sea
When the gods learned that Loki’s children by Angrboða were tied to future disaster, Odin acted against all three. Fenrir was eventually bound. Hel was sent into Niflheim and given authority over the dead assigned there. Jörmungandr was cast into the deep sea surrounding the lands.
The serpent did not drown or diminish. He grew until he encircled Midgard and took his own tail in his mouth. His body therefore marks a cosmic boundary as well as a biological creature: land and ocean, habitation and the immeasurable deep.
The Cat Thor Could Not Lift
At Útgarða-Loki’s hall, Thor was challenged to lift a grey cat. He strained hard enough to raise one paw from the floor but could not lift the animal completely. The apparent failure was an illusion of scale: the “cat” was Jörmungandr, transformed or disguised so that Thor was attempting to lift the serpent that encircles the world.
Thor’s partial success terrified his hosts. Raising even one part of the World Serpent threatened the balance of sea and land. The episode is useful at the table because it shows that Jörmungandr’s scale is not just “very large.” His body is large enough that moving it changes the world around it.
Thor’s Fishing Expedition

Thor went to sea with the giant Hymir and used the head of Hymir’s great ox as bait. Jörmungandr took the hook. Thor hauled the serpent upward, braced so violently that his feet drove through the boat, and raised Mjölnir for the killing blow.
The encounter ends before prophecy is fulfilled. In Snorri’s telling Hymir cuts the line in terror and the serpent sinks back beneath the sea. Other poetic and artistic traditions vary in detail, but the essential relationship is fixed: Thor and Jörmungandr have already tested one another and both survived.
Game Statistics
The rules below describe the same unique Jörmungandr at different
mechanical scales. The D&D 5.5e and Pathfinder 1e versions are
modern conversions built around his mythic identity as an
encircling sea-serpent whose defining weapons are eitr, crushing
coils and catastrophic movement. The D&D 3.5e tab preserves
and repairs the earlier epic legacy interpretation.
Jörmungandr, the World Serpent
Gargantuan Monstrosity (Titan), Neutral Evil
Armor Class
25 (natural armor)
Hit Points
774 (36d20 + 396)
Speed
50 ft., Swim 200 ft.
34 (+12)
12 (+1)
32 (+11)
10 (+0)
26 (+8)
24 (+7)
Saving Throws
Str +21, Dex +10, Con +20, Wis +17, Cha +16
Skills
Athletics +21, Perception +17
Damage Resistances
Cold, Fire
Damage Immunities
Acid, Poison
Condition Immunities
Frightened, Poisoned, Prone
Senses
Blindsight 300 ft., Truesight 120 ft.,
Passive Perception 27
Languages
Old Norse, Giant; Telepathy 1,000 ft.
Challenge
30 (155,000 XP; PB +9)
Traits
Amphibious.
Jörmungandr can breathe air and water.
Legendary Resistance (4/Day).
If Jörmungandr fails a saving throw, he can choose
to succeed instead.
Magic Resistance.
Jörmungandr has Advantage on saving throws against
spells and other magical effects.
Siege Monster.
Jörmungandr deals double damage to objects and structures.
World-Encircling Body.
This stat block represents Jörmungandr’s head, neck
and those nearby portions of his immense body that
directly affect the encounter.
Distant portions of the World Serpent are part of
the environment rather than independent creatures
or separate Hit Point pools.
Damaging a distant section of his body does not
reduce Jörmungandr’s Hit Points unless a specific
encounter creates a separate vulnerable objective.
Actions
Multiattack.
Jörmungandr makes three attacks: one Bite and two
Coil Strikes.
Bite.
Melee Attack Roll:
+21, reach 30 ft., one target.
Hit:
51 (6d12 + 12) Piercing damage.
If the target is a creature, it must make a DC 28
Constitution saving throw.
On a failed save, it takes 27 (6d8) Poison damage
and has the Poisoned condition until the end of its
next turn.
On a successful save, it takes half as much Poison
damage and isn’t Poisoned.
If the target is Huge or smaller, Jörmungandr can
also Grapple it in his jaws (escape DC 29).
Until the grapple ends, the target has the
Restrained condition.
Jörmungandr can hold one creature in his jaws at a time.
Coil Strike.
Melee Attack Roll:
+21, reach 60 ft., one target.
Hit:
38 (4d12 + 12) Bludgeoning damage.
If the target is Huge or smaller, it must succeed
on a DC 29 Strength saving throw or be Grappled by
Jörmungandr (escape DC 29).
Until the grapple ends, the target has the
Restrained condition.
Jörmungandr can have up to three creatures
Grappled by his coils at once.
Constrict.
Each creature currently Grappled by one of
Jörmungandr’s coils takes 48 (8d8 + 12)
Bludgeoning damage.
Swallow.
Jörmungandr makes a Bite attack against a Huge or
smaller creature Grappled in his jaws.
On a hit, the target takes the Bite’s damage,
is swallowed, and the grapple ends.
While swallowed, the creature has the Blinded and
Restrained conditions, has Total Cover against
effects originating outside Jörmungandr, and takes
44 (8d10) Acid damage plus 44 (8d10) Poison damage
at the start of each of Jörmungandr’s turns.
If Jörmungandr takes 80 or more damage during a
single turn from creatures inside him, he must
succeed on a DC 28 Constitution saving throw at the
end of that turn or regurgitate all swallowed creatures.
Regurgitated creatures appear Prone in unoccupied
spaces within 30 feet of his head.
Eitr Breath (Recharge 5–6).
Jörmungandr exhales corrosive venom in a 120-foot Cone.
Each creature in that area must make a DC 28
Constitution saving throw.
On a failed save, a creature takes 66 (12d10) Acid
damage plus 66 (12d10) Poison damage and has the
Poisoned condition for 1 minute.
On a successful save, it takes half as much damage
and isn’t Poisoned.
A Poisoned creature repeats the saving throw at the
end of each of its turns, ending the condition on
itself on a success.
Tidal Surge (Recharge 6).
Jörmungandr violently displaces the sea in a
150-foot-long, 30-foot-wide Line.
Each creature in the area must make a DC 29
Strength saving throw.
On a failed save, a creature takes 66 (12d10)
Bludgeoning damage, is pushed up to 60 feet away
from Jörmungandr and has the Prone condition.
On a successful save, it takes half as much damage
and is neither pushed nor knocked Prone.
Bonus Actions
World Tremor (Recharge 6).
Jörmungandr shifts a colossal portion of his body.
Each other creature on the ground, on a vessel, or
on the surface of the water within 60 feet of
Jörmungandr must make a DC 28 Dexterity saving throw.
On a failed save, a creature takes 36 (8d8)
Bludgeoning damage and has the Prone condition.
On a successful save, it takes half as much damage
and isn’t knocked Prone.
Reactions
Coiling Intercept.
When a creature Jörmungandr can see moves within
60 feet of him, he makes one Coil Strike against
that creature.
Legendary Actions
Jörmungandr can take 3 Legendary Actions, choosing from
the options below. Only one option can be used at a time
and only at the end of another creature’s turn.
Jörmungandr regains all spent Legendary Actions at the
start of his turn.
Slither.
Jörmungandr moves up to half his Speed or Swim Speed
without provoking Opportunity Attacks.
Coil Strike.
Jörmungandr makes one Coil Strike.
Constrict (Costs 2 Actions).
Jörmungandr uses Constrict.
Eitr Spit (Costs 2 Actions).
Jörmungandr spits a mass of venom at a point he can
see within 120 feet.
Each creature in a 20-foot-radius Sphere centred
on that point must make a DC 28 Dexterity saving throw.
On a failed save, a creature takes 33 (6d10) Acid
damage plus 33 (6d10) Poison damage.
On a successful save, it takes half as much damage.
Tidal Crush (Costs 3 Actions).
Each creature within 30 feet of Jörmungandr must
succeed on a DC 29 Strength saving throw or take
48 (8d8 + 12) Bludgeoning damage, be pushed up to
30 feet and have the Prone condition.
A successful save halves the damage and prevents
the push and Prone condition.
Death Throes
Final Eitr.
When Jörmungandr is reduced to 0 Hit Points, his
dying breath fills the area with concentrated eitr.
Each other creature within 120 feet of his head
must make a DC 28 Constitution saving throw.
On a failed save, a creature takes 55 (10d10) Acid
damage plus 55 (10d10) Poison damage and has the
Poisoned condition for 1 minute.
On a successful save, it takes half as much damage
and isn’t Poisoned.
A Poisoned creature repeats the save at the end of
each of its turns, ending the condition on a success.
Final Eitr is the mechanical expression of the prophecy
that Thor survives long enough to kill Jörmungandr but
then dies from the serpent’s venom. It does not
automatically kill another creature merely because the
myth names Thor’s fate.
Regional Effects
Jörmungandr does not possess a conventional lair.
Instead, the sea and coastline around any portion
of the World Serpent that becomes unusually active
begin to reflect his presence.
While Jörmungandr’s head or a major active portion
of his body is within a region, the following effects
occur within 10 miles of that location.
-
Restless Sea.
Calm water becomes heavy swell within minutes.
Currents change without warning, waves strike
coastlines in otherwise still weather, and
small craft are noticeably harder to control. -
Eitr-Tainted Water.
Water within 1 mile of Jörmungandr’s head or
an exposed wounded coil develops an acrid,
metallic taste and faint green-black discoloration.
A creature that drinks untreated water from
this area must succeed on a DC 18 Constitution
saving throw or have the Poisoned condition
for 1 hour. -
Flight of the Deep.
Ordinary aquatic animals instinctively flee.
Fish shoals disappear, whales alter course,
and marine predators abandon otherwise familiar
hunting grounds. -
Serpent Tremors.
Minor earthquakes and submarine tremors occur
intermittently. Loose objects shift, anchored
vessels strain at their moorings, and unstable
cliffs, sea caves and coastal ruins can collapse. -
Venomous Storms.
Storm clouds gather with unnatural speed above
waters disturbed by Jörmungandr. Sea mist has
a bitter metallic scent, rain may leave a thin
oily residue, and lightning sometimes carries
a pale green cast. -
The Coil Beneath.
At the DM’s discretion, immense serpent-like
ridges become visible beneath the sea, sometimes
stretching beyond the horizon. These are portions
of Jörmungandr’s body rather than separate
creatures and cannot normally be attacked as
independent targets.
Most regional effects end within 1d6 hours after
Jörmungandr becomes quiescent or the active portion
of his body leaves the region. Eitr contamination
can persist for 1d6 days. Physical damage caused by
tremors, altered channels, flooding or collapsing
coastlines remains until repaired or naturally changed.
Jörmungandr CR 30 / MR 10
XP 9,830,400 • NE Colossal outsider
(abomination, extraplanar, mythic, unique)
Init
+8/-12;
Senses
blindsight 300 ft., darkvision 120 ft., true seeing;
Perception +63
Aura
eitr aura (60 ft., DC 42)
Defense
AC
48, touch 6, flat-footed 44
(+4 Dex, +42 natural, -8 size)
hp
840
(40d10+480 plus 40 Toughness plus 100 mythic);
fast healing 30
Fort
+36,
Ref
+19,
Will
+34; second save
Defensive Abilities
mythic resilience;
DR
15/epic;
Immune
acid, disease, fear, poison;
Resist
cold 30, fire 30;
SR
41
Offense
Speed
60 ft., swim 200 ft.
Melee
bite +46
(8d10+19/17–20/×4 plus grab and eitr),
2 coil strikes +45
(6d10+13 plus grab)
Space
30 ft.;
Reach
30 ft. (40 ft. bite, 60 ft. coils)
Special Attacks
breath weapon, constrict (6d10+19), eitr, grab,
mythic power (10/day, surge +1d12), swallow whole,
tidal surge, world tremor
Statistics
Str
36,
Dex
18,
Con
34,
Int
10,
Wis
30,
Cha
24
Base Atk
+40;
CMB
+61;
CMD
75
Feats
Alertness,
Awesome Blow,
Blind-Fight,
Cleave,
Combat Reflexes,
Critical Focus,
Great Cleave,
Great Fortitude,
Improved Bull Rush,
Improved Critical
(bite),
Improved Initiative,
Improved Iron Will,
Improved Natural Attack (bite),
Improved Overrun,
Iron Will,
Lightning Reflexes,
Power Attack,
Skill Focus (Perception),
Toughness,
Weapon Focus
(bite)
Mythic Feats
Great Fortitude (mythic),
Improved Critical (bite) (mythic),
Iron Will (mythic),
Lightning Reflexes (mythic),
Power Attack (mythic)
Skills
Intimidate
+40,
Knowledge
(nature) +33,
Knowledge (planes) +33,
Perception +63,
Sense Motive
+47,
Survival +53,
Swim
+64
Languages
Old Norse, Giant; telepathy 1,000 ft.
SQ
amphibious, augmented critical, powerful bite,
siege monster, world-encircling body
Mythic Abilities
dual initiative, mythic resilience,
second save, unstoppable
Ecology
Environment
the world-ocean surrounding Midgard
Organization
solitary (unique)
Treasure
none
Special Abilities
Amphibious (Ex).
Jörmungandr can breathe both air and water.
Augmented Critical (Ex).
Jörmungandr’s bite naturally threatens a critical
hit on 19–20 and has a ×3 critical multiplier.
Improved Critical expands the threat range to
17–20, while Improved Critical (mythic) increases
the multiplier to ×4.
Powerful Bite (Ex).
Jörmungandr applies 1½ times his Strength modifier
to damage dealt by his bite.
World-Encircling Body (Ex).
The statistics above represent Jörmungandr’s head
and those coils actively involved in combat.
Distant portions of his body are treated as terrain
and environmental hazards.
Damage dealt to a distant coil does not reduce his
hit points unless an encounter specifically
designates that section as a vulnerable combat objective.
Grab (Ex).
Jörmungandr can use grab with his bite against a
Gargantuan or smaller creature and with a coil
strike against a Huge or smaller creature.
He can maintain up to three coil grapples in
addition to one creature held in his jaws.
Constrict (Ex).
A creature grappled by one of Jörmungandr’s coils
takes 6d10+19 points of bludgeoning damage whenever
Jörmungandr succeeds at a grapple check to damage it.
Eitr Aura (Su).
The air and water within 60 feet of Jörmungandr’s
head are contaminated by supernatural venom.
A living creature beginning its turn in the aura
must succeed at a DC 42 Fortitude save or take
4d6 acid damage and 4d6 poison damage and become
sickened for 1 round.
A successful save halves the damage and prevents
the sickened condition. The save DC is Constitution-based.
Eitr (Su).
Bite—injury; save Fort DC 42; frequency 1/round
for 6 rounds; effect 2d6 Constitution damage;
cure 3 consecutive saves.
Eitr is supernatural rather than ordinary venom.
A creature normally immune to poison is not
automatically unaffected; instead it gains a +8
circumstance bonus on saving throws against
Jörmungandr’s eitr.
The save DC is Constitution-based.
Breath Weapon (Su).
Once every 1d4 rounds Jörmungandr can breathe
either a 120-foot cone of corrosive eitr or a
240-foot line of acid.
The cone deals 20d10 points of damage, half acid
and half poison, and exposes creatures that fail
their saves to his eitr.
A DC 42 Fortitude save halves the damage and
prevents the eitr exposure.
The acid line deals 20d10 points of acid damage;
a DC 42 Reflex save halves the damage.
Swallow Whole (Ex).
Jörmungandr can swallow a grappled Huge or smaller
creature with a successful grapple check.
A swallowed creature takes 12d6+19 points of
bludgeoning damage plus 12d6 points of acid and
poison damage each round.
The interior has AC 34 and 80 hit points for the
purpose of cutting an exit.
Once a creature escapes, the wound closes at the
end of Jörmungandr’s next turn. Another swallowed
creature must cut its own exit.
Tidal Surge (Su).
As a standard action Jörmungandr displaces an
immense volume of water in a 120-foot cone.
Creatures in the area take 20d8 points of
bludgeoning damage and are pushed 60 feet.
A DC 42 Reflex save halves the damage and prevents
the forced movement. Ships and other structures
take double damage.
World Tremor (Ex).
As a standard action Jörmungandr throws the weight
of his immense body against the sea floor, shore or
battlefield.
All other creatures within 100 feet take 20d6
points of bludgeoning damage and fall prone.
A DC 42 Reflex save halves the damage and prevents
falling prone. Structures take double damage.
Death Throes — Final Eitr (Su).
When Jörmungandr is slain, every other creature
within 120 feet of his head takes 20d10 acid damage
plus 20d10 poison damage and is exposed to his eitr.
A DC 42 Fortitude save halves the damage and
prevents the additional eitr exposure.
Dual Initiative (Ex).
Jörmungandr acts twice each round, once at
initiative +8 and again at initiative -12.
Effects whose durations are measured in rounds
advance only on his first turn each round.
Mythic Power (Su).
Jörmungandr can expend mythic power 10 times per
day. His surge die is +1d12.
Mythic Resilience (Ex).
When Jörmungandr succeeds at a saving throw against
an effect that normally has a reduced effect on a
successful save, he instead suffers no effect.
Second Save (Ex).
Whenever Jörmungandr fails a saving throw against
an effect lasting longer than 1 round, he can
attempt that saving throw again at the beginning
of his next turn.
Unstoppable (Ex).
When Jörmungandr would become dazed, paralyzed,
staggered or stunned, he can expend one use of
mythic power as an immediate action to ignore that
condition until the end of his next turn.
Siege Monster (Ex).
Jörmungandr deals double damage to objects and structures.
Environmental Effects
When Jörmungandr’s head or a major portion of his
body becomes active in a particular region, the
sea and surrounding coastline are affected for
approximately 10 miles.
-
Unnatural Seas:
Profession (sailor) checks, Swim checks made
in open water, and checks to control vessels
in the affected region take a –4 penalty. -
Eitr Contamination:
Untreated water within 1 mile of Jörmungandr’s
head or a wounded exposed section of his body
is mildly toxic. A creature drinking it must
succeed at a DC 20 Fortitude save or become
sickened for 1 hour. -
Fleeing Wildlife:
Ordinary aquatic animals instinctively leave
the region. Survival checks to catch or locate
normal marine animals take a –10 penalty. -
Submarine Tremors:
Minor earthquakes occur unpredictably.
Unstable cliffs, caves, ruins, docks and
poorly maintained structures may collapse
at the GM’s discretion. -
Storm-Laden Air:
The region is treated as one category worse
for naturally occurring wind and wave conditions
whenever severe weather would already be present.
Most environmental effects fade within 1d6 hours
after Jörmungandr becomes quiescent or leaves the
region. Eitr-tainted water may remain dangerous
for 1d6 days.
Jörmungandr, the Midgard Serpent
Colossal outsider
(extraplanar, abomination, unique), Neutral Evil
| Hit Dice |
Head 65d8+1,300 (1,820 hp; maximum hit points); world-encircling body not tracked as a separate hit-point pool |
|---|---|
| Initiative |
+23 (+15 Dex, +8 Superior Initiative) |
| Speed | 120 ft., swim 240 ft. |
| Armor Class |
51 (-8 size, +15 Dex, +34 natural), touch 17, flat-footed 36 |
| Base Attack/Grapple | +65/+108 |
| Attack |
Bite +86 melee (10d10+40 plus eitr/19–20/×3) or independent constrict touch +85 melee |
| Full Attack |
Bite +86 melee (10d10+40 plus eitr/19–20/×3) and constrict touch +80 melee |
| Space/Reach | 50 ft./50 ft. |
| Special Attacks |
Breath weapon, constrict, improved grab, eitr, swallow whole |
| Special Qualities |
Abomination and outsider traits, greater divine blood, world-encircling body, fast healing 500 (head), DR 25/epic, SR 52 |
| Saves | Fort +56, Ref +51, Will +53 |
| Abilities |
Str 65, Dex 40, Con 50, Int 10, Wis 40, Cha 32 |
| Skills |
Concentration +85, Intimidate +76, Knowledge (nature) +65, Knowledge (the planes) +65, Listen +82, Sense Motive +80, Spot +82, Swim +100 |
| Feats |
Alertness, Blind-Fight, Clinging Breath, Combat Reflexes, Dodge, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Improved Overrun, Lightning Reflexes, Power Attack, Shock Wave, Snatch, Weapon Focus (bite) |
| Epic Feats |
Blinding Speed, Epic Prowess, Epic Will, Superior Initiative |
| Environment | The world-ocean surrounding Midgard |
| Organization | Solitary (unique) |
| Treasure | None |
| Alignment | Neutral evil |
| Challenge Rating | 65 |
| Advancement | — |
| Level Adjustment | — |
| Languages | Old Norse, Giant; telepathy 1,000 ft. |
Skill Allocation
Jörmungandr has 520 skill ranks from his 65
outsider Hit Dice and Intelligence 10.
He has 65 ranks each in Concentration, Intimidate,
Knowledge (nature), Knowledge (the planes), Listen,
Sense Motive, Spot and Swim.
The bonuses shown in the stat block include ability
modifiers, Alertness where applicable, and the
racial Swim bonus granted by his swim speed.
Abomination and Outsider Traits
Jörmungandr is immune to polymorphing,
petrification and hostile form-altering effects.
He is not subject to energy drain, ability drain,
ability damage or death from massive damage and is
immune to mind-affecting effects and acid.
He has cold resistance 20 and fire resistance 20,
continuous nondetection and true seeing,
blindsight 500 feet, darkvision 60 feet and
telepathy 1,000 feet.
Greater Divine Blood
Greater Divine Blood (Ex).
This legacy special quality represents
Jörmungandr’s supernatural ancestry and his status
among the greatest abominations.
It does not make him a deity and does not allow him
to grant spells, domains or divine rank to worshippers.
For legacy rules that compare an effect directly
with divine rank, Jörmungandr is treated as
equivalent to divine rank 18 solely for resisting
or interacting with that effect.
He does not automatically fail an attack roll or
saving throw on a natural 1.
In addition to his abomination immunities, he is
immune to disease, stunning, paralysis, death
effects and disintegration.
These additional divine-blood immunities can be
overcome by an effect produced directly by a deity
of divine rank 18 or higher.
World-Encircling Body
World-Encircling Body (Ex).
Jörmungandr’s complete body is too large to
function as a conventional single miniature or
hit-point pool.
Only his head, neck and encounter-designated
vulnerable sections are treated as ordinary combat targets.
The head has the hit points given above and fast
healing 500. Distant coils are treated as terrain,
grappling hazards or environmental effects.
Damage to those distant sections does not reduce
the head’s hit points.
Breath Weapon
Breath Weapon (Su).
Once every 1d4 rounds Jörmungandr can use one of
two breath weapons.
-
Corrosive Eitr:
90-foot cone; 24d10 damage, half acid and half
poison; Reflex DC 62 half. A creature that
fails the save is also exposed to
Jörmungandr’s bite-strength eitr at its current
save DC. -
Acid Torrent:
180-foot line; 24d10 acid damage;
Reflex DC 62 half.
The save DC is Constitution-based.
Constrict
Constrict (Ex).
Jörmungandr can begin a constriction either after
establishing a hold with his bite or by making the
independent constrict touch attack given in the
stat block.
A creature held in one of his coils takes
16d10+27 points of bludgeoning damage whenever
Jörmungandr wins an opposed grapple check to damage it.
The number of coils physically available is
determined by the encounter, but Jörmungandr can
initiate only one new independent constriction each round.
A creature can escape normally with an opposed
grapple check or an
Escape Artist
check.
Improved Grab
Improved Grab (Ex).
If Jörmungandr hits with his bite, he can attempt
to start a grapple as a free action without
provoking an attack of opportunity.
He can use improved grab against creatures of any
size. If he establishes a hold, he may constrict
the victim.
Eitr
Eitr (Su).
Jörmungandr produces supernatural venom capable of
threatening beings far beyond the scope of ordinary poison.
Poisonous Exhalation:
A creature within 50 feet of Jörmungandr’s head
must attempt a Fortitude save at the beginning of
its turn.
The save DC is 35 within 50 feet, 30 at 51–70 feet,
25 at 71–90 feet and 20 at 91–110 feet.
Failure deals 1d8 Constitution damage as initial
and secondary damage.
Bite Eitr:
Injury; Fortitude DC 60; initial damage
4d8 Constitution; secondary effect death.
Eitr is supernatural and is not defeated by
ordinary poison immunity. A creature normally
immune to poison instead gains a +20 resistance
bonus on its saving throws against bite eitr.
The save DC for bite eitr begins at 60.
It increases by 4 at the end of every round in
which Jörmungandr remains in active combat and by
2 whenever a successful attack or damaging spell
deals damage to his head.
The DC cannot exceed 100. If his head suffers no
damage for 7 consecutive rounds, the DC returns to 60.
At this epic scale, magic originating from a deity
of divine rank 18 or higher with direct mastery of
healing can neutralize the supernatural secondary
effect at the DM’s discretion.
Ordinary neutralize poison does not remove bite eitr.
Eitr separated from Jörmungandr’s body loses its
supernatural potency after 24 hours unless
preserved by epic or divine magic.
Death Throes
Final Eitr (Su).
When Jörmungandr is slain, his head releases a
dense cloud of eitr in a 100-foot radius.
Every other creature in the area must immediately
save against bite eitr using the current eitr DC
at the moment of his death.
Swallow Whole
Swallow Whole (Ex).
If Jörmungandr begins his turn with a Gargantuan or
smaller creature held in his jaws, he can attempt
another grapple check.
If he succeeds, he swallows the creature and deals
his bite damage.
A swallowed creature takes 4d8 points of
bludgeoning damage, 2d8 acid damage and 2d8 poison
damage each round.
It must also succeed on a DC 45 Fortitude save each
round or take 2d8 Constitution damage as initial
and secondary poison damage.
A swallowed creature can attempt to escape by
winning an opposed grapple check. Success returns
it to Jörmungandr’s mouth.
Cutting an exit through distant sections of the
serpent is ineffective because World-Encircling
Body immediately closes such wounds.
Legacy Summoning
Summon (Sp).
Once per day Jörmungandr can summon either two Huge
water drakes or one Gargantuan dragon turtle.
This is retained as an edition-specific legacy
ability and does not imply that these creatures are
mythological servants of Jörmungandr.
Spell-Like Abilities
At will
— fear, greater dispel magic, control winds,
solid fog
3/day
— acid fog, blasphemy, control weather,
legend lore, suggestion
1/day
— storm of vengeance
Caster level 40th; save DC 21 + spell level.
Save DCs are Charisma-based.
Environmental Effects
The environmental disturbances caused by Jörmungandr
manifest only around portions of his body that are
actively moving, exposed, wounded or otherwise
participating in events.
Within approximately 10 miles of such a location,
the following conditions apply.
-
Unquiet Waters:
Swim checks and Profession (sailor) checks take
a –4 penalty because of unnatural currents and swell. -
Eitr-Tainted Water:
Water within 1 mile of Jörmungandr’s head or
an exposed wounded coil becomes mildly poisonous.
Creatures drinking untreated water must succeed
on a DC 25 Fortitude save or become sickened
for 1 hour. -
Fleeing Sea Life:
Ordinary marine animals avoid the region.
Survival checks made to find or catch normal
aquatic animals take a –10 penalty. -
Submarine Tremors:
Unstable coastal structures, cliffs, caves and
ruins may suffer structural damage when tremors occur. -
Storm Disturbance:
If natural severe weather is already present,
wind and wave conditions are treated as one
step more severe within the affected area.
Most effects fade within 1d6 hours after the active
portion of Jörmungandr becomes quiescent.
Eitr contamination persists for 1d6 days unless
removed by appropriate magic.
This 3.5e treatment preserves the extreme epic scale
of the earlier Paolo / Dicefreaks interpretation while
correcting its Colossal size modifier, inconsistent
bite damage, missing swim speed, attack arithmetic,
illegal feat interactions and over-budgeted skills.
Ragnarök — The Nine Steps
When Ragnarök begins, the World Serpent comes violently from the sea and spreads venom through air and water. Thor meets him in the final battle.
Thor kills Jörmungandr. He then walks nine steps away from the serpent before falling dead, overcome by eitr. The 5.5e Final Eitr and the corresponding Pathfinder/3.5e death effects model that prophecy without making Thor’s fate an automatic rule for every creature that fights the serpent.
The serpent’s current regional effects are therefore warnings and encounter pressure, not proof that Ragnarök has started. The final poisoning of the world belongs to a much larger collapse of cosmic order.
A Body That Is Also Environment
Jörmungandr’s full body should not be placed on a grid as a single ordinary miniature. Only the head, neck and encounter-designated vulnerable sections use a conventional hit-point pool. Distant coils function as terrain, moving barriers, underwater ridges, sources of tremor and hazards to ships.
This keeps his mythology intact mechanically. Characters can fight the serpent without solving the absurd problem of tracking millions of feet of independent body as separate combatants, and damaging one distant coil does not somehow kill the head hundreds of miles away.
Those Who Seek the World Serpent
Jörmungandr does not require a formal priesthood to affect mortal life. Sailors, apocalyptic cults, poison-workers, sea-witches and enemies of Thor all have reasons to seek signs of him. Some want eitr. Others want to provoke a movement large enough to wreck a coast or disrupt a trade route.
Eitr Harvesters
They collect contaminated water, shed scales or venom left after an exposed coil moves. Most discover that separated eitr loses its greatest supernatural potency unless preserved by epic or divine magic.
Storm Cults
They interpret unnatural swell and green-black rain as divine approval. Jörmungandr has given them no such promise.
Thor’s Watchers
Priests and agents of Thor track changes in ocean behaviour that might reveal a dangerous movement of the serpent.
Coastal Communities
Most want neither worship nor apocalypse. They want warning before a submerged coil shifts beneath fisheries, harbours or sea-roads.
Adventure Pressure
The Tail Lets Go
For one hour Jörmungandr stops holding his tail in his mouth. Sea level changes are small but measurable across several coasts.
Eitr Without a Wound
A harbour becomes poisoned with fresh eitr even though no coil has moved nearby and the serpent has not surfaced.
The Second Hook
A fishing line made from impossible fibre comes ashore with an ox-head hook large enough to match the old Thor story. No one knows who cast it.
Nine Footprints
Nine enormous scorched impressions appear on a remote shore leading away from the sea. Thor is alive, and Jörmungandr has not died.
Deep Link Dive
Sources & Licensing
Gylfaginning gives Jörmungandr’s parentage, Odin’s casting of the serpent into the world-ocean, his world-encircling growth, Thor’s encounter with the cat at Útgarða-Loki, the fishing expedition and the mutual death prophecy at Ragnarök. Eddic poetry and early visual traditions preserve related versions of the fishing and final-battle material.
The three-edition statistics and regional effects are campaign game mechanics. Jörmungandr is a unique mythic abomination/monster, not an Æsir or Vanir deity, and the legacy 3.5e divine-rank equivalence applies only to specific resistance interactions.
