A sizable serpent with a fire burning in its belly. Its cellular composition includes large quantities of carbonized metal, allowing it to produce and spew forth scorching heat without burning itself. Controlling its own body temperature requires considerable effort, however, and the jormungand thus often retreats to the cool waters of the sewers to recover.
Jormungand
Gargantuan Dragon, Unaligned
Armor Class 18 (Natural Armor)
Hit Points 356 (23d20 + 115)
Speed 30 ft., fly 45 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 14 (+2) | 20 (+5) | 6 (-2) | 15 (+2) | 12 (+1) |
Skills Athletics +11, Perception +7
Damage Vulnerabilities cold
Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses darkvision 120 ft., passive perception 17
Languages ——
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Heated Body. Anytime a creature touches the jormungand or hits the jormungand while within 5 feet of it, the creature takes 7 (2d6) fire damage and must succeed a DC 16 Constitution saving throw or have disadvantage on saving throws until the end of its next turn.
Magic Weapons. The jormungand’s weapons are magical.
Risk of Overheating. Whenever the jormungand deals or takes fire damage, roll a d10. On a roll of 1, the jormungand must spend its next action moving into or towards a space of water that can fit it, taking the most direct route possible. If the jormungand is unable to do, it begins taking 9 (2d8) necrotic damage at the start of each of its turns until it spends at least 1 round inside an area of water that can fit it. If the jormungand spends at least 1 round inside the water, it can leave the water, rerolling again if it takes or deals fire damage.
Serpentine Body. The jormungand can pass through any opening of at least 10 feet without squeezing.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 10 ft., one target.
Hit. 13 (2d6 + 6) piercing damage plus 7 (2d6) fire damage. If the target is a creature it must succeed on a DC 19 Strength or Dexterity saving throw (creature’s choice) or be grappled by the jormungand. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The jormungand can only grappled one creature this way, and while doing so, it cannot use its
Rain of Fire, but it can make a bite attack against the grappled creature as a bonus action. Whenever the jormungand moves, the grappled creature moves with it.
Writhe. The jormungand lashes its body out in a 30-foot radius. Any creature in this area must succeed on a DC 19 Dexterity saving throw or be knocked prone. Alternatively, the jormungand can instead choose to grapple the creature. A grappled creature can make a DC 19 Strength saving throw at the end of each of its turns, ending the effect on itself on a success. The jormungand can grapple up to three creatures this way. Whenever the jormungand moves, the grappled creature(s) moves with it.
Constrict. The jormungand squeezes inward, crushing anything within its grasp. Any creature grappled by the jormungand’s
Writhe takes 22 (4d10) bludgeoning damage plus 7 (2d6) fire damage. A creature that takes this damage can make a DC 19 saving throw to escape the grapple. On a success, the creature is ejected into an unoccupied space adjacent to the jormungand.
Rain of Fire (Recharge 5-6). The jormungand unleashes the fire in its belly, spraying flames that rain down in a 30-foot radius centered on it. Any other creature in the area must succeed a DC 19 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much on a success.
REACTIONS
Firey Eruption (1/Day). If the jormungand has been reduced to (half) or fewer hit points, it immediately uses this reaction. All creatures within 45 feet of the jormungand must make a DC 18 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save or half as much on a success. If a creature fails this saving throw by 5 or more it is also knocked prone and pushed back 10 feet.