Midgard Serpent (Jörmungandr), ‘The World Serpent’
Jörmungandr is a giant sea serpent from Norse mythology, also known as the Midgard Serpent.
- Pantheon: Norse mythology
- Title: The World Serpent
- Symbol: A coiled serpent
- Home Plane: The depths of the sea
- Level: Greater deity
- Alignment: Chaotic Evil
- Aliases: Jormungand, Midgard Serpent
- Superior: None
- Traditional Allies: None
- Traditional Foes: Thor, Odin
- Divine Artifact: None
- Servants: None
- Servitor Creatures: None
- Sacred Animal: Serpents
- Manifestations: Earthquakes, storms, and other natural disasters associated with the sea.
- Portfolio: Chaos, destruction, and the sea.
- Domains: Chaos, Destruction, Water
- Favored Weapon: None
- Favored Class: None
- Favored Race: Deep Sea Serpents
- Gender: Male
- Abode/Base of operations: The depths of the sea
- Affiliation(s): None
- Significant others: None
Jörmungandr, also known as the Midgard Serpent, is a massive sea serpent in Norse mythology. He is said to be so large that he encircles the entire world, holding his own tail in his mouth.
In appearance, Jörmungandr is a massive serpent with shimmering scales of a deep green hue, reminiscent of the sea. His eyes are piercing and intelligent, with a cold, calculating stare. His head is large and triangular, and his mouth is filled with rows of razor-sharp teeth that could easily tear apart a ship.
Despite his fearsome appearance, Jörmungandr is a calm and contemplative creature, spending most of his time circling the world’s oceans. He is often considered an omen of impending doom and destruction, and his presence is feared by sailors and coastal communities alike.
According to Norse mythology, Jörmungandr is one of the three children of Loki and the giantess Angrboða, along with the wolf Fenrir and the goddess Hel. He is fated to play a significant role in the events leading up to Ragnarok, the end of the world. During Ragnarok, Jörmungandr will engage in a fierce battle with the god Thor, with the outcome of the battle determining the fate of the world.
Jörmungandr’s purpose in Norse mythology is to embody chaos, destruction, and the inevitability of change. He is a reminder of the impermanence of all things and the need to embrace the present moment. Despite his fearsome reputation, some see him as a necessary force in the cycle of life and death.
Jörmungandr, The Midgard Serpent
Gargantuan Monstrosity (Titan), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 950 (50d20 + 450)
Speed 50 ft., swim 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 16 (+3) | 29 (+9) | 14 (+2) | 20 (+5) | 18 (+4) |
Saving Throws Dex +14, Con +18, Wis +15, Cha +14
Skills Perception +15
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Blindsight 120 ft., Passive Perception 25
Languages Understands Abyssal, Draconic, and Giant but can’t speak
Challenge 38 (500,000 XP)
Legendary Resistance (3/Day). If Jörmungandr fails a saving throw, it can choose to succeed instead.
Siege Monster. Jörmungandr deals double damage to objects and structures.
Venomous Bite. Jörmungandr’s bite is infused with deadly venom. A creature hit by its bite attack must make a DC 28 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one.
Aquatic. Jörmungandr can breathe underwater and move through water without impediment.
Swallow Whole. If Jörmungandr hits a Huge or smaller creature with its bite attack, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Jörmungandr, and it takes 66 (12d10) acid damage at the start of each of Jörmungandr’s turns.
If Jörmungandr takes 60 damage or more on a single turn from a creature inside it, Jörmungandr must succeed on a DC 28 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 60 feet of Jörmungandr. If Jörmungandr dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.
Ice Breath (Recharge 5-6). Jörmungandr exhales a blast of icy breath in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 88 (16d10) cold damage on a failed save, or half as much damage on a successful one. The water in the area becomes frozen, turning the surface into difficult terrain.
Multiattack. Jörmungandr can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail.
- Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 50 (6d10 + 10) piercing damage.
- Tail. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 42 (6d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 28 Strength saving throw or be knocked prone.
- Frightful Presence. Each creature of Jörmungandr’s choice that is within 120 feet of it and aware of it must succeed on a DC 25 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 Jörmungandr’s Frightful Presence for the next 24 hours.
Regional Effects
The region containing Jörmungandr’s lair is always subject to the following effects unless Jörmungandr is slain:
- Stormy Waters. The weather is always stormy in the region. Rain and winds are constant, and powerful waves crash along the shore.
- Mystic Aura. Creatures with the ability to breathe underwater have advantage on all saving throws against Jörmungandr’s spells and abilities.
- Chaos of the Abyss. All aquatic creatures in the region gain advantage on attack rolls against non-aquatic creatures.
D&D 5E Epic Monsters: Jörmungandr
The serpent to end all serpents Jörmungandr
D&D 5E – Epic Monsters: Jörmungandr | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
There are a few myths central to the world spanning Jörmungandr. One of the offspring of Loki and Angrboða (alongside its siblings Fenrir and Hel), it was first tied to a pine tree but proved feisty and spat venom at Odin. The Allgod then tossed it out into the oceans around Midgard where it grew and grew until it encircled the entire world.
After that there are three very prevalent legends: Thor lifting it thinking it was a very big cat and nearly breaking the boundaries of existence by almost getting too much of it off the ground, when Thor caught it on a fishing line that Hymir fearfully cuts in twain to prevent Ragnarök from coming too early, and finally that when the apocalypse comes that the two will slay each other.
Jörmungandr
Gargantuan monstrosity, chaotic evil
Armor Class 17 (natural armor)
Hit Points 410 (20d20+200)
Speed 60 ft., climb 60 ft., swim 200 ft.
STR | DEX | CON | INT | WIS | CHA |
27 (+8) | 13 (+1) | 30 (+10) | 3 (–4) | 20 (+5) | 23 (+6) |
Saving Throws Int +3
Skills Athletics +15
Damage Resistances cold, fire; bludgeoning, piercing, and slashing
Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses darkvision 300 ft., truesight 120 ft., passive Perception 15
Languages —
Challenge 23 (50,000 XP)
Amphibious. Jörmungandr can breathe air and water.
Damage Threshold. Jörmungandr does not take damage from an attack, spell, or other effect that deals 10 points or less of bludgeoning, piercing, or slashing damage (calculated after resistances).
Freedom of Movement. Jörmungandr ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Legendary Resistance (3/Day). If Jörmungandr fails a saving throw, it can choose to succeed instead.
Magic Resistance. Jörmungandr has advantage on saving throws made against spells and other magical effects.
Magic Weapons. Jörmungandr’s weapon attacks are magical.
Ponderous Tail. Whenever Jörmungandr makes a Colossal Tail attack, its attack does not strike until the end of its next turn. If the target of its attack has moved out of the area Jörmungandr misses the target but may hit other creatures or objects still in the area.
Regeneration. Jörmungandr regains 10 hit points at the start of its turn. If Jörmungandr takes radiant damage, this trait doesn’t function at the start of its next turn. Jörmungandr dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Seamaster. At the start of any turn that Jörmungandr has pulled at least 200 feet or more of its body out of the water, its absence sends the sea tumbling. Creatures within 50 feet of the part of Jörmungandr’s body that is still submerged must make a DC 23 Strength saving throw or be knocked prone and pushed 50 feet away from it.
When Jörmungandr starts its turn with less than 200 feet of its body out of the water, creatures within 50 feet of it must make a DC 23 Strength (Athletics) check to move in the water. Any creature that has a swim speed makes this check with advantage.
Siege Monster. Jörmungandr deals double damage to objects and structures.
World Tremors (Recharge 6). Jörmungandr can use a bonus action to innately cast earthquake (DC 21) without the need for material components, somatic components, or concentration.
ACTIONS
Multiattack. Jörmungandr attacks twice: twice with its black venom, or once with its bite, and once with either colossal tail or constrict.
Bite. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 44 (6d10+11) piercing damage plus 27 (6d8) acid damage. In addition, at the end of its next turn the creature makes a DC 23 Constitution saving throw or it takes 27 (6d8) poison damage.
Colossal Tail. Melee Weapon Attack: +15 to hit, reach 120 ft., multiple targets more than 20 feet away from Jörmungandr (120-foot cone centered on one target; roll separately for each creature and object in the area). Hit: 37 (4d12+11) bludgeoning damage and the target makes a DC 23 Strength saving throw or is knocked prone.
Constrict. Melee Weapon Attack: +15 to hit, reach 20 ft., one creature. Hit: 38 (6d8+11) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained, and Jörmungandr 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 makes a DC 23 Constitution saving throw or it takes 27 (6d8) poison damage.
Midgard Serpent (Jörmungandr)
Used with permissiom from PAOLO
Jörmungandr, the Midgard serpent | |
Colossal outsider (extraplanar, abomination) | |
Hit Dice | head 65 d8 (520) + 1300 (1820); body: infinite |
Initiative | + 23 (+15 Dexterity, +8 Superior Initiative) |
Speed | 120 ft |
Size/reach | 50 ft/50 ft |
AC | (-4 size, +15 Dexterity, +34 natural armor) 55, touch 21, flat-footed 40 |
Base attack/Grapple | + 65/+108 |
Attacks | Bite + 88 melee (10d10 + 27 plus poison/19-20/x3) or constrict attack (touch attack) + 84 (16d10 + 27) |
Full Attack | bite + 88 melee (10d10 + 40 plus poison/19-20/x3), constrict attack (touch attack) + 79 melee (16d10 + 13) |
Special attacks | Breath weapon, Constrict, Improved grab, Poison, Swallow |
Special qualities | Abomination and outsider traits, Greater divine blood, Infinite regeneration (body), fast healing 500 (head), DR 25/epic, SR 52 |
Saves | fort +56/ref + 51/ will + 53 |
Abilities | Strength 65, Dexterity 40, Constitution 50, Intelligence 10, Wisdom 40, Charisma 32 |
Skills | Bluff +31, Climb + 60, Concentration +50, Intimidate +51, Knowledge (arcane +40, Nature + 60, religion +60, the planes + 50), Listen +65, Search +50, Sense Motive + 45, Spot + 65, Survival + 65, Swim + 67 |
Feats | Alertness, Blind-Fight, Cleave, Clinging Breath, Combat Expertise, Dodge, Great Cleave, Great fortitude, Great weapon focus (bite), Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Trip, lightning reflexes, Power Attack, Shock wave, Snatch, Weapon Focus (bite) |
Epic feats | Blinding Speed, Epic Prowess, Epic Will, Superior Initiative |
Organisation | Solitary (unique) |
Treasure | standard |
Allignement | Neutral evil |
Challenge rating | 65 |
Abomination and outsider Traits
Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; Immune to acid; cold and fire resistance 20; nondetection; true seeing at will; Blindsight 500 ft.; telepathy out to 1,000 ft., Darkvision out to 60 ft.
Summon
Jormungand can summon 2 huge water drakes or 1 gargantuan dragon turtle per day.
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 40, save DC 21 + spell level. DC Charisma-based.
Greater divine blood as progeny of a greater god and a great giant sorceress, and as primeval ouroboros serpent prophetized to rise against the gods at Ragnarok together with his brother the Fenris wolf, Jormungand has abilities which surpass even those of other Abominations, paralleling those of a god, even if he’s not a god by himself.
- He’s the equivalent of an entity with VdR18
- Does not treat a 1 on attack rolls and saving throws as automatic failure;
- Immune or resistant to divine powers. He’s immune to Annihilating Strike coming from a DR18 or lower deity, receives a fortitude save to fend off Divine Blasts or Mass Divine Blasts, and may breach Area Divine Shields or Divine Shields with a will save;
- He shares the immunities of a greater god. Apart from the infinite regeneration of his body (see below), and the immunities as an Abomination, he’s immune also to disease, stunning, Paralysis, death effects and disintegration. These immunities do not apply if the attacker is a god with DR 18 or more.
Jormungand can normally breathe water. He’s also completely immune to poison of every kind, even from a god with equal or higher DR than his VdR.
Infinite regeneration
As the Ouroborus serpent, Jormungand represents the cyclical nature of things and has strong connection to life and healing powers. The Midgard serpent regenerate instantly any kind of damage, from whatever source, inflicted to his body. Even if some kind of power would be able to sever his massive body in two, the two parts would instantly reconnect healing any damage. His only vulnerable spot is his head, which has 1820 hp.
His head heals 500 hp every round.
Breath weapon
Jormungand has two weapon breaths: a 90-long poisonous cone of corrosive gas, or a 180-line acid. Damage is 24d10. The reflex save for both is 62. Once he breathes, it cant breathe again until 1d4 rounds later.
Constrict
Jormungand has two types of physical attacks: a bite and a constrict attack. He can constrict and/or bite in the same round, and given his almost limitless length (around 25.000 miles) he can constrict any number of opponents in a round at the same time, but he can only target a new single opponent every round. For example, if faced against three dragons, he can attack one and constrict, then in the following round attack the second and constrict him while constricting the first, and in the third round he may attack and constrict the third dragon and at the same time constricting the other two.
Jormungand can start a constrict attack if he wins a grapple check (so, first he has to succeed in a touch attack, then as a free action he makes an opposed grapple check. If he wins, in the same round he starts inflicting constrict damage, until the target wins an opposed grapple check). Note that in this case (constrict attack without first holding a victim with his bite), he does provoke an attack of opportunity.
Given the dimensions of Jormungand’s body, a creature constricted may wiggle free of the hold: a large creature can add a quarter (rounded down) of his Dexterity to his grapple check, or Escape Artist check if he has the skill. A medium creature can add half his Dexterity (rounded down). A Small creature can add two thirds of his Dexterity, rounded down. A tiny creature can add his full Dexterity. Diminutive and fine creatures cant be constricted, as the Midgard serpent body is just too big to hold them.
Improved grab
If Jormungand hits with his bite attack, he can start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, it establishes a hold and can constrict. He can use this attack even against colossal creatures.
Poison
The Midgard serpents body produces one of the most deadly poisons in the multiverse: the eitr. This substance can kill even gods and cosmic entities. As he fights and if he sustain damage on the head, his body is capable of producing more poison, and the Concentration of the eitr grows.
As Jormungand just breathe, he starts poisoning the surrounding air: every creature in 50 ft-radius from his head must save every round (fortitude DC 35) or suffer initial and secondary damage of 1d8 Constitution. The DC decrease by 5 every 20 feet (so for example at 100 feet the DC is 20)
If Jormungand bites an opponent, he inject the poison directly inside his victim. The effects are terrible: initial damage is 4d8 Constitution damage, secondary damage is death: no immunity of any kind or curative spell can save the unfortunate target. Only a greater god with the healing domain can cure the effects of the eitr, using heal or mass heal from their domains, or their Alter Reality power.
Initially, the DC save vs Jormungand’s poison is 60. Every round of combat, the DC increases by four points, and by two every single time he suffers damage on his head from a successful hit or a spell dealing damage. This deadly progression has a maximum cap of 100. If Jormungand is slain, he exales a cloud of extremely dense poison, and every being in a 100 ft radius must save at the current DC for his bite, or suffer all the poison effects.
The DC goes back to 60 if Jormungand is not damaged for seven rounds.
Eitr dissipates completely after a day outside Jormungands body.
Swallow
If Jormungand begins his turn with an opponent held in his mouth, he can attempt a new grapple check. If he succeed, he swallows his prey, and the opponent takes bite damage. He can swallowup to and included gargantuan opponents. A swallowed creature is supposed to be grappled, while Jormungand’s not. Given his incredible regenerative powers, there’s no way to cut a way free from inside Jormungand’s body. However, a victim may try to escape the grapple: success puts it back in Jormungand’s mouth, where it may be bitten or swallowed again.
While inside Jormungand, a victim takes 4d8 of bludgeoning damage each round, and 4d8 energy damage from acid and poison (half each). In addition, a victim should save every round against poison (DC 45) or suffer 2d8 Constitution initial and secondary damage.
Currently in the World
Jörmungandr, the World Serpent, was born from the giantess Angrboða, along with his siblings Fenrir and Hel. When Odin and his brothers Vili and Ve killed Ymir, the first giant, Jörmungandr was cast into the ocean where he grew to an immense size, encircling the earth with his body.
Jörmungandr’s actions have been mostly limited to the stories and prophecies of Norse mythology, but his influence is felt throughout history. According to legend, he was foretold to bring about the end of the world during Ragnarök, the Norse apocalypse.
In the 1450s, Jörmungandr would still be slumbering beneath the waves, waiting for his time to rise and bring about the end of the world. Despite his fearsome reputation, he does not actively seek destruction, but rather his role is a natural part of the cycle of creation and destruction in Norse mythology.
Jörmungandr’s motivations are not entirely clear, but he is often seen as a representation of chaos and the uncontrollable forces of nature. As such, he is feared and respected by many. His strengths lie in his immense size and power, which make him nearly invincible. His weakness, however, is his pride and arrogance, which may lead him to underestimate his opponents.
There are no divine artifacts or creatures associated with Jörmungandr, but his presence is felt in the natural world. Some believe that earthquakes and other natural disasters are caused by his movements beneath the waves.
Overall, Jörmungandr is a powerful and enigmatic figure, whose actions and motivations are shrouded in mystery. While his role in the end of the world may seem ominous, he is ultimately a necessary part of the cycle of creation and destruction, ensuring that the world is always in a state of balance.