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Epic Monsters: Jörmungandr
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<blockquote data-quote="Mike Myler" data-source="post: 8106729" data-attributes="member: 6726030"><p>Added in something for the displaced water bit (I should've had something for it in the first place)</p><p></p><p><em><strong>Seamaster.</strong></em> 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.</p><p>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.</p><p></p><p>Frightful Presence for something like Jörmungandr is redundant I think—you are going to be terrified of it because it is an impossibly huge force of nature. If you aren't terrified of a living avalanche coming at you, a Wisdom saving throw to be scared is a bit silly. I agree that'd make sense from a rules standpoint but terror for its own sake isn't really what it's about with the big snake, it's the horror of what it represents that strikes fear into Thor's buddies (and anyone else even remotely sane).</p><p></p><p><em>Tsunami</em> is a good notion but it is not OGL. :/ I'm a little tempted to get some water cyclones in here or something but I think we can just put a little more love into Seamaster.</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 8106729, member: 6726030"] Added in something for the displaced water bit (I should've had something for it in the first place) [I][B]Seamaster.[/B][/I] 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. Frightful Presence for something like Jörmungandr is redundant I think—you are going to be terrified of it because it is an impossibly huge force of nature. If you aren't terrified of a living avalanche coming at you, a Wisdom saving throw to be scared is a bit silly. I agree that'd make sense from a rules standpoint but terror for its own sake isn't really what it's about with the big snake, it's the horror of what it represents that strikes fear into Thor's buddies (and anyone else even remotely sane). [I]Tsunami[/I] is a good notion but it is not OGL. :/ I'm a little tempted to get some water cyclones in here or something but I think we can just put a little more love into Seamaster. [/QUOTE]
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