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The Fury Of The Northmen

Spawn of Jǫrmungandr (ᚦ,💧)

ᛃᛟᚱᛗᚢᚾᚷᚨᚾᛞᚱᛋᛟᚾ

Jǫrmungandr, the Miðgarðr Serpent, is in its way as trapped as its siblings Fenrir and Hel are, for Jǫrmungandr is confined to the oceans of Miðgarðr and is unable to swim or crawl onto Yggdrasill, the World Tree, and from there roam free across the Nine Worlds. But Jǫrmungandr’s confinement allows it a great deal of movement within the oceans of Miðgarðr, unlike Fenrir, who is chained in a cave. One of the things Jǫrmungandr has done with this freedom is to spawn parthenogenetically every year. Unfortunately for Miðgarðr, Jǫrmungandr produces hundreds of worms that rapidly grow; fortunately for Miðgarðr, these worms feed on each other, so that when the feeding and growth frenzy is over there is only one spawn of Jǫrmungandr left out of all the worms Jǫrmungandr spawned that season.

Jǫrmungandr has done this for centuries, but the numbers of the spawn of Jǫrmungandr living in the seas of Miðgarðr remain comparatively low, as the spawn regularly fall prey to human adventurers or to the other predators of the deeps.

A spawn of Jǫrmungandr is neither as brilliant nor as powerful as its parent, but no mortal has ever been able to persuade a spawn of this truth. A spawn tends to be vain, braggardly, and ever in search of an empty stretch of ocean in which to establish its “empire.”

A spawn of Jǫrmungandr is a little less than its parent: not quite as big (though still unspeakably large), not quite as intelligent, not quite as impressive or terrifying, and not quite distinctive.

Gargantuan divine being, honorable, self-centered, and evil

Armor Class 20 (natural armor)
Hit Points 259 (14d20+112)
Speed swim 60 ft

Str 28 (+9) Dex 10 (+0) Con 27 (+8)
Int 16 (+3) Wis 16 (+3) Cha 20 (+5)

Saving Throws CON +13, CHA +11
Skills Nature (the sea) +8, Perception +8
Senses blindsight 120 ft, passive Perception 18
Condition Immunities charmed, frightened, poisoned
Damage Immunities poison
Damage Resistances bludgeoning, piercing,  and slashing from non-magical attacks 
Languages The Sea; telepathy (100 miles)
Reaction to enormous fear and terror 
Challenge 14 (11,500 XP) 

Amphibious. The spawn of Jǫrmungandr can  breathe both air and water. 

Innate Spellcasting. The spawn of Jǫrmungandr’s innate spellcasting ability is CHA (spell save DC 18, spell attack bonus +10). The  spawn of Jǫrmungandr can innately cast the following spells:

  • At-will: produce flame, resistance
  • 3/day: heat metal, call lightning, sleet storm
  • 1/day: summon winds, antilife shell

Legendary Resistance (3/day). If the spawn  of Jǫrmungandr fails a saving throw, it can choose to succeed instead. 

Magic Resistance. The spawn of Jǫrmungandr rolls with advantage on saving throws against spells and magical effects. 

Regeneration. As long as a spawn of Jǫrmungandr is in direct contact with water, it regains 10 hit points at the start of each turn.

ACTIONS

Multiattack. A spawn of Jǫrmungandr makes two bite attacks each turn.

Bite. Melee Weapon Attack: +14 to hit, reach 20 ft, one target. Hit: 26 (3d10+9) piercing damage + 11 (2d10) poison damage. If the target is a Large or smaller creature, it must succeed on a DC 18 DEX saving throw or be swallowed by the spawn of Jǫrmungandr. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside of the spawn of Jǫrmungandr, and it takes 21 (6d6) acid damage at the start of each of the spawn of Jǫrmungandr’s turns. 

If the spawn of Jǫrmungandr takes 40 damage or more on a single turn from a creature inside it, the spawn of Jǫrmungandr must succeed on a DC 21 CON saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone into the water in a space within 10 feet of the spawn of Jǫrmungandr. If the spawn reaches 0 hit points, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. 

Poison Breath (recharge 6). The spawn of Jǫrmungandr exhales poison gas in a 60-foot cone. Each creature in that area must make a DC 21 CON saving throw, taking 42 (12d6) poison damage and gaining the poisoned condition on a failed save, or half damage on a successful one.

LEGENDARY ACTIONS

The spawn of Jǫrmungandr can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The spawn of Jǫrmungandr regains spent legendary actions at the start of his turn.

  • Read Minds. The spawn of Jǫrmungandr uses its telepathy to thoroughly scan the minds of its opponents, discovering their motivation, goals, history, etc. 
  • Cast a Spell (costs 2 actions). The spawn of Jǫrmungandr casts a spell.
  • Breach (costs 3 actions). The spawn of Jǫrmungandr hurls as much of its body as possible from the water and then slams itself back on the water’s surface, creating a shockwave which races across the ocean in every direction. Any boat or ship of Large size or smaller is immediately swamped and tipped over. A ship of Huge size or larger takes 55 (10d10) bludgeoning damage and is violently rocked back and forth; all creatures on the ship must make a DC 16 DEX saving throw or be flung 40 feet, taking 14 (4d6) bludgeoning damage if they land on a solid surface. 

MOTIVES

Spawn of Jǫrmungandr are driven to try to outdo their parent in all things, even though that is impossible. Still they try, however, establishing short lived aquatic “empires” and ruling over them with cruelty and frivolity.

ALLIES

A spawn of Jǫrmungandr has no allies.