b'J\xc3\xb6rmungandr \n'b'  Gargantuan   monstrosity ,  chaotic evil  \n'b'  Armor Class  17 (natural armor) \n'b' Hit Points  410 (20d20+200) \n'b' Speed  60 ft., climb 60 ft., swim 200 ft.\n'b' STATS STR: 27 (+8) DEX:  13 (+1)  CON:  30 (+10)  INT:  3 (\xe2\x80\x934)  WIS:  20 (+5)  CHA:  23 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +3 \n'b' Skills   Athletics  +15 \n'b' Damage Resistances  cold, fire; bludgeoning, piercing, and slashing \n'b' Damage Immunities  acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone ,  stunned  \n'b' Senses   darkvision  300 ft., truesight 120 ft., passive  Perception  15 \n'b' Languages  \xe2\x80\x94 \n'b' Challenge  23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . J\xc3\xb6rmungandr can breathe air and water. \n'b'  Damage Threshold . J\xc3\xb6rmungandr 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). \n'b'  Freedom of Movement . J\xc3\xb6rmungandr ignores  difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be  restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being  grappled . \n'b'  Legendary Resistance (3/Day) . If J\xc3\xb6rmungandr fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . J\xc3\xb6rmungandr has advantage on saving throws made against spells and other magical effects. \n'b'  Magic Weapons . J\xc3\xb6rmungandr\xe2\x80\x99s weapon attacks are magical. \n'b'  Ponderous Tail . Whenever J\xc3\xb6rmungandr makes a Colossal Tail  attack , it does not strike until the end of its next turn. If the target of its  attack  has moved out of the area J\xc3\xb6rmungandr misses the target but may hit other creatures or objects still in the area. \n'b'  Regeneration . J\xc3\xb6rmungandr regains 10  hit points  at the start of its turn. If J\xc3\xb6rmungandr takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. J\xc3\xb6rmungandr dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . J\xc3\xb6rmungandr attacks twice: twice with its black venom, or once with its bite, and once with either colossal tail or constrict. \n'b'  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. \n'b'  Colossal Tail .  Melee Weapon Attack : +15 to hit, reach 120 ft., multiple targets more than 20 feet away from J\xc3\xb6rmungandr (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 . \n'b'  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 J\xc3\xb6rmungandr can\xe2\x80\x99t constrict another target. \n'b'  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. \n'b'\n'b' ABOUT \n'b' J\xc3\xb6rmungandr is as if the ocean itself were given a beastly form and it is just as ruthlessly uncaring. \n'b' When a creature is so unlucky as to draw the world serpent\xe2\x80\x99s attention the encounter that follows is almost always incredibly brief, the monster\xe2\x80\x99s might quickly destroying the offender. In the rare instance that more than one blow is required J\xc3\xb6rmungandr attacks whatever last meaningfully inflicted it  harm , switching its targets with every strike it makes until all are obliterated. \n'b' There is no creature in existence longer than the world serpent, its body so impossibly long that it can wrap around a planet to bite its own tail\xe2\x80\x94and it\xe2\x80\x99s said that when it releases its grip that the end is nigh. Whether or not the myths about this massive wyrm are true it would be madness to deny the creature\xe2\x80\x99s enormity, it\xe2\x80\x99s tail stretching beyond the horizon. It is a thing of legend said to briefly surface only long enough to swallow a ship whole before disappearing back beneath the waves, sometimes undulating up into the air with its prey (whether vessel or giant sea creature) in its harbor-sized jaws. \n'b'  Seamaster . At the start of any turn that J\xc3\xb6rmungandr 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 J\xc3\xb6rmungandr\xe2\x80\x99s body that is still submerged must make a DC 23  Strength  saving throw or be knocked  prone  and pushed 50 feet away from it. \n'b' When J\xc3\xb6rmungandr 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. \n'b'  Siege Monster . J\xc3\xb6rmungandr deals double damage to objects and structures. \n'b'  World Tremors (Recharge 6) . J\xc3\xb6rmungandr can use a bonus action to innately cast  earthquake  (DC 21) without the need for material components, somatic components, or concentration.'